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.gitattributes vendored

@ -3,3 +3,21 @@ TA_Features_2013.ccx filter=lfs diff=lfs merge=lfs -text
mayhem.gp3 filter=lfs diff=lfs merge=lfs -text
TotalA.exe filter=lfs diff=lfs merge=lfs -text
TADemoM.ufo filter=lfs diff=lfs merge=lfs -text
TADemo/SERVER.EXE filter=lfs diff=lfs merge=lfs -text
mplayx.dll filter=lfs diff=lfs merge=lfs -text
bassmix.dll filter=lfs diff=lfs merge=lfs -text
basscd.dll filter=lfs diff=lfs merge=lfs -text
basswasapi.dll filter=lfs diff=lfs merge=lfs -text
tdraw.dll filter=lfs diff=lfs merge=lfs -text
tplayx.dll filter=lfs diff=lfs merge=lfs -text
bass.dll filter=lfs diff=lfs merge=lfs -text
dplayx.dll filter=lfs diff=lfs merge=lfs -text
tmusi.dll filter=lfs diff=lfs merge=lfs -text
wgmus.dll filter=lfs diff=lfs merge=lfs -text
bassflac.dll filter=lfs diff=lfs merge=lfs -text
ddraw.dll filter=lfs diff=lfs merge=lfs -text
ddraw_custom.dll filter=lfs diff=lfs merge=lfs -text
dsound.dll filter=lfs diff=lfs merge=lfs -text
win32.dll filter=lfs diff=lfs merge=lfs -text
cnc-ddraw[[:space:]]config.exe filter=lfs diff=lfs merge=lfs -text
shaders/shader-package.zip filter=lfs diff=lfs merge=lfs -text

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Version 11 changelog (from 10.92)
- included new dplayx/tplayx setup from FunkyFr3sh
- included new tdraw.dll with many fixes and features by Axle1975
**Highlights and Bugfixes**
- changed all T3 constructor names to say construction unit instead of giving them individual unit names. Updated all translations also
- updated buildpics: Arm Banisher, Boa, G2, Impala, Invincible, Mofo, Odin, Orca, Pike, T3 Metal-making fusion, Core Raider, Harbinger, Neptune, Proteus, Smasher
- fixed core antinuke cloak button
- fixed non-functional Damascus nuke bomber bomb (was dropping way too early)
- adjusted accuracy of Arm Orion nuke bomber so it doesn't overshoot its target (still does slightly, but within its area of effect)
- Updated Arm Huntsman and Core Slingshot models, both now pop down turret(s) when not firing
- increased Shiva cannon animation speed to keep up with fire rate
- changed Arm Impala to 3-barrel gattling style, faster reload
- changed Arm MoFo to 2-barrel main weapon, faster reload
- changed Arm Wolf to 2-barrel annihilator weapon, faster reload
- changed Arm Orca to 2-barrel main weapon, faster reload
- changed Core Harbinger to 3-barrel main weapon, faster reload
- changed Orca to 3-barrel main weapon, faster reload
- changed Core Walking Construction Ship to a Walking Construction Sub (walks on land)
- Updated Arm Samurai model to 8-barrel main weapon (2x4-barrel gattling) from 6 barrels (2x3)
- Updated Core Broadsword model (thanks M1Garland)
- updated bomb drop sounds
**T1 updates**
Rocko
Damage 110 down from 115
Reload 3.8s up from 3.7s
DPS 28.9 down from 31.1
OTA for reference: 105/4s 26.25 DPS
Storm
Damage 100 (unchanged)
Reload 3.4s up from 3.2s
DPS 29.3 down from 31.25
OTA for reference: 100/3.7s 27 DPS
Stumpy
Health 1140 down from 1200
OTA: 992 ProTA: 1200
Speed 1.64 up from 1.6
OTA: 1.7 ProTA: 1.65
Raider
Health 1200 health down from 1260
OTA: 1058 ProTA: 1250
Speed 1.58 up from 1.55
OTA: 1.6 ProTA: 1.55
**Defence Updates**
Shark's Teeth: increased height of core one, was only 19 and arm's was 26. Both 26 now (both also waterline 3)
Light Laser Towers:
Arm
Health 810 down from 860
Core
Health 840 down from 890
OTA for reference: Health 700 and 710
Floating Light Laser Towers:
Arm Shrimp
Energy 1740 down from 1840
Metal 178 down from 195
Build time 3660 down from 3900
Health 695 down from 700
Core Floater
Energy 1750 down from 1850
Metal 176 down from 190
Build time 3620 down from 3800
Health 710 down from 720
Arm Sunspot (EMG Tower)
Health 1050 down from 1100
Core Immolator
Health 1100 down from 1150
Arm Radical short-range plasma cannon
Health 2010 down from 2109
Core Blocker short-range plasma cannon
Health 2060 down from 2160
Arm Sentinel
Health 1550 down from 1630
OTA: 1230 ProTA: 1250
Core GAAT gun
Health 1600 down from 1680
OTA: 1200 ProTA: 1280
Arm Stingray (Floating HLT)
Health 1480 down from 1530
OTA: 1325
Core Thunderbolt (Floating HLT)
Health 1540 down from 1590
OTA: 1385
Arm Guardian
Health 2848 down from 3017
OTA: 2477
Damage 384 up from 380
Reload 3s up from 2.9s
DPS 128 down from 131
Core Punisher
Health 2921 down from 3080
OTA: 2540
Reload 2.8s up from 2.7s
DPS 121.43 down from 125.9
Arm Ambusher
Health 3240 down from 3540
OTA: 1658 ProTA: 2477
Range 1350 (unchanged) ProTA: 1350
Damage 520 up from 460
Reload 3.65s up from 3.2s
DPS 142.5 down from 143.75 ProTA: 120
AOE 96 (unchanged) ProTA: 100
Core Toaster
Health 3320 down from 3592
OTA: 1877 ProTA: 2540
Range 1350 (unchanged) ProTA: 1350
Damage 465 down from 490
Reload 3.4s down from 3.5s
DPS 136.8 down from 140 ProTA: 114.29
AOE: 108 (unchanged) ProTA: 100
Rapid fire medium range plasma cannons:
Arm Archgun
Metal 3036 down from 3136
Build time 30360 up from 25088
Health 2423 down from 2723
Range 1480 (unchanged)
Damage 260 (was 270)
Reload 0.591s (was 0.55s)
DPS 440 (was 540)
AOE 64 (unchanged)
Core Chainsaw
Metal 3112 down from 3212
Build time 31120 up from 25696
Health 2482 down from 2782
Range 1450 (unchanged)
Damage 310 (unchanged)
Reload 0.72s (was 0.66s)
DPS 430.6 (was 469.7)
AOE 80 (unchanged)
Arm Annihilator
Health 3520 down from 3620
Core Doomsday Machine
Health 3800 down from 3925
Arm Moho Mine Health 1440 down from 1572
Upgrade Health 3600 down from 3930
Core Moho Mine health 1460 down from 1536
Upgrade health 3650 down from 3840
**Hover updates**
Arm Anaconda
Metal 199 up from 195
Buildtime 3980 up from 3900
Health 1040 down from 1110
Core Snapper
Metal 195 up from 192
Buildtime 3900 up from 3840
Health 1080 down from 1150
Arm Mongoose T1 Assault Hover
Metal 154 up from 150
Buildtime 3696 up from 3600
Core Gharial T1 Assault Hover
Metal 158 up from 155
Buildtime 3792 up from 3700
Arm Grizzly T2 Skirmish/Antisub Hover
Health 1920 down from 1960
Speed 1.72 down from 1.8
Core Kendo T2 Skirmish/Antisub Hover
Health 2010 down from 2180
Speed 1.68 down from 1.7
Arm Hippo T2 Heavy Hovertank
Health 3230 down from 3346
Core Crusher T2 Heavy Hovertank
Health 3620 down from 3775
Arm Moose T2 Rapid Artillery Hover
Energy 5589 Metal 428, up from 5389/418
Build time 10272 up from 10032
Damage 63 reload 0.75s 84 DPS down from 70/0.72s 97.2 DPS
Health 1150 up from 1038
Core Viceroy T2 Artillery Hover
Energy 5962 Metal 441, up from 5562/431
Build time 10584 up from 10344
Damage/shot 96 reload 1.25s 76.8 DPS up from 105/1.45s 72.4 DPS
Laser Damage 40 reload 0.8s 50 DPS down from 44/0.8 55 DPS
Health 1360 (unchanged)
Arm Wombat T2 Vlaunch Rocket Hover
Metal 455 up from 435
Buildtime 13650 up from 13050
Health 905 down from 925
Core Nixer T2 Vlaunch Rocket Hover
Metal 450 up from 445
Buildtime 13500 up from 13350
Health 950 down from 990
Arm Hovercraft Platform
Metal 755 up from 715
Build Time 7550 up from 7150
Arm Floating Hovercraft Platform
Metal 787 up from 747
Build Time 7870 up from 7470
Core Hovercraft Platform
Metal 750M up from 710
Build Time 7500 up from 7100
Core Floating Hovercraft Platform
Metal 780 up from 740
Build Time 7800 up from 7400
**T2 Updates**
Arm Panther
Health 1320 down from 1400
Core Leveler
Health 1440 down from 1560
Arm Triton
Metal 342 down from 349
Build time 6156 up from 5520
Health 2030 down from 2142
Core Crock
Metal 339M down from 342
Build time 6048 up from 5472
Health 2120 down from 2230
Arm Luger
Metal 276 down from 284
Buildtime 4416 down from 4544
Health 1040 up from 930
Damage 216 down from 240
Reload 3s (unchanged)
DPS 72 down from 80
OTA/ProTA: 130/2.75s 47.3 DPS
Core Pillager
Metal 284 down from 296
Build time 4544 down from 4736
Health 1130 up from 1010
Damage 245 down from 280
Reload 3.5s (unchanged)
DPS 70 down from 80
OTA/ProTA: 140/2.95s 47.46 DPS
Arm Cipher Fast Stealth Tank
Energy 8020 down from 8620
Health 1780 down from 1880
Speed 1.72 (unchanged)
Core Cremator
- changed description to "Flame Assault Tank"
Energy 7200 up from 6400
Metal 528 down from 548
Buildtime 12672 up from 10960
Health 2100 down from 2400
Speed 1.68 up from 1.64
Turnrate 390 up from 350
Core Replenisher Mobile Air Repair pad
Health 1100 down from 1150
Speed 0.92 up from 0.78
Arm Warrior
Changed description to "Heavy Infantry Kbot"
(was "Medium Infantry Kbot)
Health 1400 down from 1480
Speed 1.45 down from 1.54
turnrate 850 up from 750
Core Pyro - Assault Kbot (was "Fast Assault Kbot")
Health 1280 down from 1350
Speed 1.6 down from 1.65
Arm Zeus
changed description to "Armored Infantry Kbot"
(was "Heavy Assault Kbot")
Health 2560 up from 2500
Speed 1.02 down from 1.05
Core The Can - Armored Assault Kbot
Health 2940 (unchanged)
Speed 0.88 up from 0.85
Core Gimp
Changed description to "Underwater Amphib Kbot"
Health 1540 down from 1660
Removed ballistic cannon, added torpedo launcher
Changed laser to 2-barrel
Laser Damage 120 reload 1.3s DPS 92.3 (was 128/1.6s 80 DPS)
Torpedo range 320 damage 116 reload 3.2s DPS 36.25
Arm Maverick
Health 1750 down from 1900
Speed 1.4 (unchanged)
Range 330 up from 320
Core Reiver T2 Riot Kbot
Energy 10295 up from 9695
Metal 639 up from 599
Build time 19170 up from 17970
Health 2200 down from 2250
Speed 1.3 up from 1.25
Range 320 up from 310
Arm Fido Burst Artillery Kbot
Energy 3950 down from 4250
Speed 1.35 down from 1.45
Turnrate 720 down from 800
Acceleration 0.06 down from 0.1
Range 720 down from 750
Damage 45 down from 48 (burst 4)
Sprayangle 720 down from 800
DPS 72 down from 76.8
Core Morty
Energy 3700 up from 3500
Speed 1.2 (unchanged)
Damage 96 down from 105
DPS 66 down from 72.4
Range 800 (unchanged)
Improved script:
- maximum time to fire while walking 0.2s (was 1.23s)
Arm Kodiak Ballistic Rocket Kbot
Health 1290 up from 1120
Core Dominator Ballistic Rocket Kbot
Health 1380 up from 1180
Arm Odin - Fast Assault Kbot
Energy 9800 up from 8800
Metal 770 up from 730
Buildtime 18480 up from 17520
Health 2300 down from 2700
Speed 1.7 up from 1.65
Bertha and Intimidator: Made descriptions only show the energy/shot
Same for Vulcan, Buzzsaw, Dora, Terminator
**T3 Updates**
Arm Indra Amphibious crawler
Metal 4210M up from 3910
Build time 84200 down from 93840
Health 11000 up from 9400
Damage 320 (unchanged)
Reload 0.56s down from 0.7
DPS 571 up from 457
AOE 24 (unchanged)
Core Boss Amphibious kbot
Metal 4120 up from 3820
Build time 82400 down from 91680
Health 12000 up from 10200
Damage 640 up from 450
Reload 1.22s up from 1.1s
DPS 525 up from 409
AOE 108 (unchanged)
Arm Razorback Heavy Assault Kbot
Energy 95000 up from 89000
Metal 6650 up from 6350
Build time 159600 up from 152400
Main weapon:
Range 400 down from 420
Noexplode weapon:
Range 560 down from 640
Damage 540+ up from 480+
Reload 6.5s up from 6s
DPS 83+ up from 80
vlaunch AA missile (new):
Range 800, DPS: 56 to ground 300 to air, AOE 64
Core Ketzer Heavy Assault Kbot
Energy 93600 up from 85600
Metal 6740M up from 6240
Build time 161760 up from 149760
Main weapon:
Range 408 down from 428
noexplode weapon (new):
Range 560, Damage 480+, Reload 5.8s, DPS 82.8+, AOE 48
Arm Zephyr AA kbot
Health 10560 up from 10000
Core Jupiter AA kbot
Health 11200 up from 10760
Max speed 0.95 up from 0.9
Arm Wolf - Amphibious Sniper doggo Kbot
Health 15000 up from 13500
Core Krab - Amphibious Energy Weapon (noexplode) Kbot
Health 17200 up from 16000
Arm Tiger - Heavy Assault Tank (with flak)
Health 20800 up from 20200
Core Rattlesnake - Rapid Laser Assault Tank
Health 21600 up from 21200
Arm Impala - Energy weapon (noexplode) Tank
Health 14000 up from 13200
Core War Machine - Energy Weapon Tank
Health 15900 up from 14900
Arm G2 - Rapid Artillery Tank
149000E down from 156000E
Health 23600 up from 21800
Core Smasher - Heavy Artillery Tank
144000E down from 150000E
Health 24800 up from 23000
Arm Scudd - Mobile Tactical Nuke Launcher
Health 4250 down from 4800
Turnrate 200 down from 210
Core Precluder - Mobile Tactical Nuke Launcher
Health 4500 down from 5400
Turnrate 215 down from 230
Arm Invincible
Gauss weapon Damage 450 down from 480
Reload 0.45s down from 0.55s
DPS 1000 up from 872.7
Range 820 (unchanged)
AOE 32 (unchanged)
Ballistic Rocket:
Core Excelsior - Battlecruiser
Riot weapon Damage 640 up from 450
Reload 0.7s up from 0.5s
DPS 914 up from 900
Range 800 (unchanged)
AOE 108 (unchanged)
Arm Samurai - Dreadnaught Hovercraft
499100E, 22500M, 540000 BT up from 459100E 21200M 508800 BT
Health 42000 up from 37000
Damage 450 reload 0.35 1286DPS up from 480/0.4 1200 DPS
Core Broadsword - Dreadnaught Hovercraft
520600E, 23100M, 554400 BT up from 480600E 21800M 523200 BT
Health 45000 up from 40000
Damage 1000 reload 0.8 1250DPS up from 1000/0.92 1087 DPS
**Eco Updates**
Moho Metal makers: reduced costs, big reduction in build time
Reduced production, and slightly reduced energy to metal conversion efficiency
Arm Moho Metal Maker
Energy 16360 down from 19635
Metal 50 down from 55
Buildtime 30000 down from 44000
Energy use 800 down from 900
Metal production 14 down from 16
(Efficiency 57.2E/1M, was 56.25)
OTA/ProTA: -800E/+16M, efficiency 50E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was ESTOR_BUILDING (1900 damage 420 AOE)
Self-D explosion ESTOR_BUILDING (unchanged)
Core Moho Metal Maker
Energy 15845 down from 17680
Metal 46 down from 50
Buildtime 27600 down from 40000
Energy use 700 down from 800
Metal production 12 down from 14
(efficiency 58.3E/1M, was 57.2E/1M)
OTA/ProTA: -625E/12M, efficiency 52.1E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was LARGE_BUILDING (1800 damage 400 AOE)
Self-D explosion LARGE_BUILDING (unchanged)
Arm Underwater Moho Metal Maker
Energy 18200 down from 21051
Metal 85 down from 120
Buildtime 34000 down from 48000
Energy use 916 down from 1020
Metal production 16 down from 18
(efficiency 57.25E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Core Underwater Moho Metal Maker
Energy 17800 down from 18077
Metal 80 down from 108
Buildtime 32000 down from 43200
Energy Use 860 up from 850
Metal production 15 (unchanged)
(efficiency 57.33E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Arm Cloaking Fusion
Energy 73816 up from 72816
Metal 6275 down from 6845
Build Time 150600 up from 136900
Energy Production 1500 down from 1600
Cloak Cost 300 down from 320
Core Cloaking Fusion
Energy 79850 (unchanged)
Metal 6784 down from 7582
Build time 162816 up from 151640
Energy Production 1700 down from 1900
Cloak Cost 350 down from 400
Arm Underwater Fusion
Energy 56787 down from 63787
Metal 7085 up from 6785
Build time 141700 up from 135700
Energy production 1400 down from 1500
Core Underwater Fusion
Energy 62849 down from 69849
Metal 7520 up from 7460
Buildtime 150400 up from 149200
Energy Production 1600 down from 1800
Arm Metal Making Super Fusion
Energy 629900 up from 599900
Metal 43800 up from 40800
Build time 876000 up from 816000
Makes 10500 energy up from 10k
turned on trades -5k for +90 metal down from +96
Cloaks for 1000E (unchanged)
Core Metal Making Uber Fusion
Energy 699800 up from 679800
Metal 47700M u from 45200
Build time 954000 up from 904000
Makes 12k energy (unchanged)
turned on trades -6k for +108 metal down from +115
Cloaks for 1100E (unchanged)

@ -0,0 +1,785 @@
Version 11.3 changelog (from 11.2)
- fixed crashing on water maps due to sfx issue
- fixed shipyard buildpic on some core cons units
- fixed swapped shipyard and airplant build buttons on some arm cons units
- updated buildpics for Arm Assassin, Arm Samurai and Core Adonis T3 hovers
- more tweaked/improved sounds
- small increase in metal cost and buildtime for T3 fusions
Version 11.2 changelog (from 10.92)
- included new dplayx/tplayx setup from FunkyFr3sh
- included new tdraw.dll with many fixes and features by Axle1975
**Engine Updates** thanks to Axle1975
- Set start positions based on teams (or alliances) set in battleroom
- Repair battleroom team icons so they can be used to create teams before launching
- Add +autoteam battleroom and in-game commands (host only) to automatically assign teams (in battleroom: by skill level. Ingame: by map position.)
- Add +randomteam battleroom command (host only) to automatically assign random teams
- Add gui buttons for common commands on H sharing dialog: +shootall, +noshake, .ready
- Add gui button for .autopause in battleroom (active for host only)
- ClickSnap to snap to nearest mex, geo or reclaimable feature (mayhem default/maximum: mex 3, reclaim 1)
- add clicksnap settings to ctrl-F2 ingame dialog
- Show clock and weather report (wind and tidal strength) on top resource panel (no need for +clock)
- Sync wind speed across all players
- Add .exereport, .tdreport, .tpreport, .gp3report, .crcreport battleroom commands to report CRC32 of each player's totala.exe, tdraw.dll, tplayx.dll, mayhem.gp3 or all of them respectively
- Add ability to move queued orders
- Con units patrol behaviour - hold position: reclaim only
- Enable start button in multiplayer lobby if only one player + AI are present
- Fix Allied victory if more than 2 players on a team still ingame
- Fix the "ghost commander" bug (remote commanders appear in top left of map during first 50sec of game)
- Fix the "units exploding in factories" bug by holding back recycling of deceased units' IDs for 5 seconds
- Option to render DTs and fortwalls that belong to the map (not built by a player)
- Supress "qqqqqq" whiteboard marker lables when "q" is used as the whiteboard key
- Set default resolution on new installs to 1024x768
- Disable relay of F11 chatmacro text to other players (watchers can no longer exploit this to chat to players)
- Prevent +logo commands from affecting other players - changes colour for local only
- Change whiteboard, mappos and resource indicator colours in response to +logo commands
- Ctrl-B selects only construction units, not mobile repair pads or carriers
- Ctrl-F centres view on idle factory, selects only factories not silos etc
- Set +lostype as a cheatcode (not available unless cheats enabled)
- Increase megamap FPS. Add FPS counter to megamap (in F10 dev mode with cheats enabled)
- Grey background on mega map to distinguish from unmapped area
- Prevent Ctrl-F2 dialog and allies resource bar from moving off screen
- Improve responsiveness of whiteboard marker movements sent to remote players
- Render cursor while in megamap
- Fix crash when removing markers
- Fix crash on simultaneous whiteboard marker move and delete
- Fix rare crash on TA Hook line drawing
- Radar and sonar jammers no longer jam your own radar and sonar in >3 player multiplayer
**Highlights and Bugfixes**
- fixed sfx issues on water maps - hovers, subs, ships, amphib units
- reduced commander animation at game start to 5 seconds from 52 seconds (because ghost commander bug is fixed!)
- Arm and Core Construction Kbot faster open/close
- fixes to all mobile constructor building logic, no random interruption with rapid-building (eg nanoblocking with dts etc)
...this makes them more consistent but actually means nanoframes may not hang around for as long, because the construction unit will get out its nanolathe faster and start building - a nanoframe that hasn't been started on lasts longer than one that has.
- changed self-destruct countdown on solars, wind generators and tidal generators (basic ones) to 3 secs instead of 5. - Changed self-d explosion to much smaller weapon that doesn't damage neighbouring units (small_unitex instead of small_building).
- reduced durability of most corpses, especially T3 ones
- fixed footprint sizes of of many corpses to match the unit - to avoid overlapping when resurrected
- reduced health of corpses back to OTA levels - in some case lower than OTA.
- drastically reduced health of T3 corpses
- added more team colour to all hovercraft platforms at all tech levels
- fixed core antinuke cloak button
- fixed Core Mammoth torp and missing sonar
- changed Gimp to 2-barrel laser, removed ballistic cannon, added small torpedo launcher, add short-range sonar
- Updated Arm Huntsman and Core Slingshot models, both now pop down turret(s) when not firing
- improved Arm Bulldog model
- added basic build menus to Decoy Commanders (just resource/storage, radar/sonar)
- improved Ranger model, improved Ranger and Hydra firing animation
- reverted Hawk and Vamp to have 2 missile launchers (this was supposed to happen long ago)...
- increased build distances for T2 constructors from 120-150 to 150-180
- increased build distances for T3 constructors from 160-200 to 224-270
- increased build speeds for T3 constructors
- changed all T3 constructor names to say construction unit instead of giving them individual unit names. Updated all translations also
- fixed intermittent crash bug with Orca/Proteus
- updated buildpics: Arm Boa, Huntsman, Odin, Pike, Banisher, G2, Impala, Invincible, Mofo, Orca, T3 Metal-making fusion; Core Raider, Slingshot, Harbinger, Neptune, Proteus, Smasher
- improved walking/aiming script for Razorback and Ketzer so they are ready to fire immediately instead of waiting for the current walk cycle to complete (~2.5 seconds)
- fixed non-functional Damascus nuke bomber bomb (was dropping way too early)
- adjusted accuracy of Arm Orion nuke bomber so it doesn't overshoot its target (still does slightly, but within its area of effect)
- increased Shiva cannon animation speed to keep up with fire rate
- changed Arm Impala to 3-barrel gattling style, faster reload
- changed Arm MoFo to 2-barrel main weapon, faster reload
- changed Arm Wolf to 2-barrel annihilator weapon, faster reload
- changed Arm Orca to 2-barrel main weapon, faster reload
- changed Core Harbinger to 3-barrel main weapon, faster reload
- changed Orca to 3-barrel main weapon, faster reload
- changed Core Walking Construction Ship to a Walking Construction Sub (walks on land)
- reduced footprint of T3 super fusions
- Updated Arm Samurai model to 8-barrel main weapon (2x4-barrel gattling) from 6 barrels (2x3)
- Updated Core Broadsword model (thanks M1Garland)
- Updated Arm T3 Construction Kbot model and script for increased readability
- updated bomb drop sounds
- added new sound schemes for most T3 land units
- added new cannon sounds for many units
- Arm Ghost T3 Amphibious Jammer added shootme=1
**T1 updates**
Rocko
Damage 110 down from 115
Reload 3.8s up from 3.7s
DPS 28.9 down from 31.1
OTA for reference: 105/4s 26.25 DPS
Storm
Damage 100 (unchanged)
Reload 3.4s up from 3.2s
DPS 29.3 down from 31.25
OTA for reference: 100/3.7s 27 DPS
Stumpy
Health 1140 down from 1200
OTA: 992 ProTA: 1200
Speed 1.64 up from 1.6
OTA: 1.7 ProTA: 1.65
Raider
Health 1200 health down from 1260
OTA: 1058 ProTA: 1250
Speed 1.58 up from 1.55
OTA: 1.6 ProTA: 1.55
**Defence Updates**
Shark's Teeth: increased height of core one, was only 19 and arm's was 26. Both 26 now (both also waterline 3)
Light Laser Towers:
Arm
Health 810 down from 860
Core Health 840 down from 890
OTA for reference: Health 700 and 710
Floating Light Laser Towers:
Arm Shrimp
Energy 1740 down from 1840
Metal 178 down from 195
Build time 3660 down from 3900
Health 695 down from 700
Core Floater
Energy 1750 down from 1850
Metal 176 down from 190
Build time 3620 down from 3800
Health 710 down from 720
Arm Sunspot (EMG Tower)
Health 1050 down from 1100
Core Immolator
Health 1100 down from 1150
Arm Radical short-range plasma cannon
Health 2010 down from 2109
Core Blocker short-range plasma cannon
Health 2060 down from 2160
Arm Sentinel
Health 1550 down from 1630
OTA: 1230 ProTA: 1250
Core GAAT gun
Health 1600 down from 1680
OTA: 1200 ProTA: 1280
Arm Stingray (Floating HLT)
Health 1480 down from 1530
OTA: 1325
Core Thunderbolt (Floating HLT)
Health 1540 down from 1590
OTA: 1385
Arm Guardian
Health 2848 down from 3017
OTA: 2477
Damage 384 up from 380
Reload 3s up from 2.9s
DPS 128 down from 131
Core Punisher
Health 2921 down from 3080
OTA: 2540
Reload 2.8s up from 2.7s
DPS 121.43 down from 125.9
Arm Ambusher
new gun sound
Health 2940 down from 3540
Double health when closed (was 2.5x)
OTA: 1658 ProTA: 2477
Range 1350 (unchanged) ProTA: 1350
Damage 520 up from 460
Reload 3.65s up from 3.2s
DPS 142.5 down from 143.75 ProTA: 120
AOE 96 (unchanged) ProTA: 100
Core Toaster
new gun sound
Health 3020 down from 3592
Double health when closed (was 2.5x)
OTA: 1877 ProTA: 2540
Range 1350 (unchanged) ProTA: 1350
Damage 465 down from 490
Reload 3.4s down from 3.5s
DPS 136.8 down from 140 ProTA: 114.29
AOE: 108 (unchanged) ProTA: 100
Rapid fire medium range plasma cannons:
Arm Archgun
new gun sound
Metal 3036 down from 3136
Build time 30360 up from 25088
Health 2423 down from 2723
Range 1480 (unchanged)
Damage 260 (was 270)
Reload 0.591s (was 0.55s)
DPS 440 (was 540)
AOE 64 (unchanged)
Core Chainsaw
new gun sound
Metal 3112 down from 3212
Build time 31120 up from 25696
Health 2482 down from 2782
Range 1450 (unchanged)
Damage 310 (unchanged)
Reload 0.72s (was 0.66s)
DPS 430.6 (was 469.7)
AOE 80 (unchanged)
Arm Annihilator
Health 3520 down from 3620
Core Doomsday Machine
Health 3800 down from 3925
T2 pop-up missile towers:
Arm Warden
Energy 3430 down from 3830
Metal 330 up from 320
Build Time 6600 down from 7680
Armored state when closed 50% (1800 health) instead of 40% (2250)
DPS 59.72 to ground/323.6 to air, was 53.75/293.75
Core Smiter
Energy 3405 down from 3905
Metal 322 up from 312
Buildtime 6440 down from 7488
Armored state when closed 50% (1840 health) instead of 40% (2300)
DPS 60 to ground/324 to air, was 40.54/218.9
T2 Submersible missile towers:
Arm Pantheon
Energy 3687 down from 4287
Metal 358 (unchanged)
buildtime 7160 down from 8592
Health 840 down from 860
DPS 59.72 to ground/323.6 to air, was 53.75/293.75
Core Duster
Energy 3624 down from 4324
Metal 348 (unchanged)
buildtime 6960 down from 8352
Health 850 down from 870
DPS 60 to ground/324 to air, was 48.93/264.3
Arm Moho Mine Health 1440 down from 1572
Upgrade Health 3600 down from 3930
Core Moho Mine health 1460 down from 1536
Upgrade health 3650 down from 3840
**Hover updates**
Arm Anaconda
Metal 199 up from 195
Buildtime 3980 up from 3900
Health 1040 down from 1110
Core Snapper
Metal 195 up from 192
Buildtime 3900 up from 3840
Health 1080 down from 1150
Arm Mongoose T1 Assault Hover
Metal 154 up from 150
Buildtime 3696 up from 3600
Core Gharial T1 Assault Hover
Metal 158 up from 155
Buildtime 3792 up from 3700
Arm Grizzly T2 Skirmish/Antisub Hover
Health 1920 down from 1960
Speed 1.72 down from 1.8
Gauss weapon reload 1.7s up from 1.5s
Damage 220 up from 210
DPS 129.4 down from 140
Core Kendo T2 Skirmish/Antisub Hover
Health 2010 down from 2180
Speed 1.68 down from 1.7
Script error fixed - reload was 0.85s, 211.8 DPS should have been 1.3s, 138.5 DPS
New reload 1.44s, 125 DPS
new laser weapon sound
Arm Hippo T2 Heavy Hovertank
New cannon sound
Health 3230 down from 3346
Core Crusher T2 Heavy Hovertank
New cannon sound
Health 3620 down from 3775
Arm Moose T2 Rapid Artillery Hover
Energy 5589 Metal 428, up from 5389/418
Build time 10272 up from 10032
Damage 63 reload 0.75s 84 DPS down from 70/0.72s 97.2 DPS
Health 1150 up from 1038
Core Viceroy T2 Artillery Hover
Energy 5962 Metal 441, up from 5562/431
Build time 10584 up from 10344
Damage/shot 96 reload 1.25s 76.8 DPS up from 105/1.45s 72.4 DPS
Laser Damage 40 reload 0.8s 50 DPS down from 44/0.8 55 DPS
Health 1360 (unchanged)
Arm Wombat T2 Vlaunch Rocket Hover
Metal 455 up from 435
Buildtime 13650 up from 13050
Health 905 down from 925
Core Nixer T2 Vlaunch Rocket Hover
Metal 450 up from 445
Buildtime 13500 up from 13350
Health 950 down from 990
Arm Hovercraft Platform
Metal 755 up from 715
Build Time 7550 up from 7150
Arm Floating Hovercraft Platform
Metal 787 up from 747
Build Time 7870 up from 7470
Core Hovercraft Platform
Metal 750M up from 710
Build Time 7500 up from 7100
Core Floating Hovercraft Platform
Metal 780 up from 740
Build Time 7800 up from 7400
**T2 Updates**
Arm Panther
Health 1320 down from 1400
Core Leveler
Health 1440 down from 1560
Arm Triton
Metal 342 down from 349
Build time 6156 up from 5520
Health 2030 down from 2142
Core Crock
New cannon sound
Metal 339M down from 342
Build time 6048 up from 5472
Health 2120 down from 2230
Arm Luger
New cannon sound
Health 1040 up from 930
Damage 225 down from 240
Reload 3s (unchanged)
DPS 75 down from 80
OTA/ProTA: 130/2.75s 47.3 DPS
Core Pillager
New cannon sound
Health 1130 up from 1010
Damage 262 down from 280
Reload 3.5s (unchanged)
DPS 74.9 down from 80
OTA/ProTA: 140/2.95s 47.46 DPS
Arm Cipher Fast Stealth Tank
Energy 8020 down from 8620
Health 1780 down from 1880
Speed 1.72 (unchanged)
Core Cremator
- changed description to "Flame Assault Tank"
Energy 7200 up from 6400
Metal 528 down from 548
Buildtime 12672 up from 10960
Health 2100 down from 2400
Speed 1.68 up from 1.64
Turnrate 390 up from 350
Core Replenisher Mobile Air Repair pad
Health 1100 down from 1150
Speed 0.92 up from 0.78
Arm Warrior
Changed description to "Heavy Infantry Kbot"
(was "Medium Infantry Kbot)
Health 1400 down from 1480
Speed 1.45 down from 1.54
turnrate 850 up from 750
Core Pyro - Assault Kbot (was "Fast Assault Kbot")
Health 1280 down from 1350
Speed 1.6 down from 1.65
Arm Zeus
changed description to "Armored Infantry Kbot"
(was "Heavy Assault Kbot")
Health 2560 up from 2500
Speed 1.02 down from 1.05
Core The Can - Armored Assault Kbot
Health 2940 (unchanged)
Speed 0.88 up from 0.85
Core Gimp
Changed description to "Underwater Amphib Kbot"
New laser sound
Health 1540 down from 1660
Removed ballistic cannon, added torpedo launcher
Changed laser to 2-barrel
Laser Damage 120 reload 1.3s DPS 92.3 (was 128/1.6s 80 DPS)
Torpedo range 320 damage 116 reload 3.2s DPS 36.25
Arm Maverick
Health 1750 down from 1900
Speed 1.4 (unchanged)
Range 330 up from 320
Core Reiver T2 Riot Kbot
Energy 10295 up from 9695
Metal 639 up from 599
Build time 19170 up from 17970
Health 2200 down from 2250
Speed 1.3 up from 1.25
Range 320 up from 310
Arm Fido Burst Artillery Kbot
New cannon sound
Energy 3950 down from 4250
Speed 1.35 down from 1.45
Turnrate 720 down from 800
Acceleration 0.06 down from 0.1
Range 720 down from 750
Damage 45 down from 48 (burst 4)
Sprayangle 720 down from 800
DPS 72 down from 76.8
Core Morty
New cannon sound
Energy 3600 up from 3500
Speed 1.2 (unchanged)
Damage 96 down from 105
DPS 66 down from 72.4
Range 800 (unchanged)
Improved script:
- maximum time to fire while walking 0.2s (was 1.23s)
Arm Kodiak Ballistic Rocket Kbot
Health 1290 up from 1120
Core Dominator Ballistic Rocket Kbot
Health 1380 up from 1180
Arm Odin - Fast Assault Kbot
Energy 9800 up from 8800
Metal 770 up from 730
Buildtime 18480 up from 17520
Health 2300 down from 2700
Weapon range 260 down from 284
T2 AA Kbots
- both have pop-up turrets now
Arm Huntsman
Energy 3700 up from 3500
Metal 360 up from 340
Buildtime 7200 up from 6800
Added armored state: takes 75% damage (1520 health) when closed.
1140 health when opened to fire (unchanged)
Reload 0.85s down from 1s
DPS 50.6 vs ground 274 vs air, up from 42/235
Core Slingshot
Energy 3800 up from 3600
Metal 370 up from 350
Buildtime 7400 up from 7000
Added armored state: takes 75% damage (1760 health) when closed.
1320 health when opened to fire (unchanged)
Reload 1.5s down from 1.8s
DPS 50 vs ground 270 vs air, up from 41.67/225
Arm Hawk, Core Vamp
Reverted back to 2 missile launchers instead of 1 with half the reload
Arm Brawler, Core Rapier
Death Explosion SMALL_UNITEX (was BIG_UNITEX)
- less chain reaction from multiple aircraft deaths close together
Arm Millenium
New cannon sound
Increased delay between cannon salvos to 4.5 seconds (was 4s)
260 per shot (was 270)
3 shots per 5.5 secs, 141.8 DPS (was 270*3/5s 162 DPS)
Core Warlord
New cannon sound
Increased delay between cannon salvos to 4.95 seconds (was 4.3s)
310 per shot (unchanged)
3 shots per 6.6 secs, 140.9 DPS (was 310*3/5.6 166.1 DPS)
Bertha and Intimidator: Made descriptions only show the energy/shot
Same for Vulcan, Buzzsaw, Dora, Terminator
**T3 Updates**
T3 Construction Kbots:
build speed 480 up from 420
build range 224 up from 160
T3 Construction Vehicles:
build speed 600 up from 480
Build range 270 up from 180
T3 Construction Subs:
build speed 720 up from 540
Build range 300 up from 200
T3 Construction Hovercraft:
Build speed 540 up from 420
Build range 256 up from 190
T3 Construction Aircraft:
Build speed 360 up from 270
Build range 200 up from 120
T3 Resurrection Kbots (Kali, Dante)
Build speed 600 up from 480
(also applies to resurrect speed)
Build range 256 up from 180
- also reduced footprint to 2x2 (same as commander, construction kbots)
Arm Indra Amphibious crawler
Metal 4210M up from 3910
Build time 84200 down from 93840
Health 11000 up from 9400
Damage 320 (unchanged)
Reload 0.6s down from 0.7
DPS 533.3 up from 457
AOE 24 (unchanged)
Core Boss Amphibious kbot
Metal 4120 up from 3820
Build time 82400 down from 91680
Health 12000 up from 10200
Damage 640 up from 450
Reload 1.22s up from 1.1s
DPS 525 up from 409
AOE 108 (unchanged)
Arm Razorback Heavy Assault Kbot
Energy 95000 up from 89000
Metal 6650 up from 6350
Build time 159600 up from 152400
Main weapon:
Range 400 down from 420
Noexplode weapon:
Range 560 down from 640
Damage 540+ up from 480+
Reload 6.5s up from 6s
DPS 83+ up from 80
vlaunch AA missile (new):
Range 800, DPS: 56 to ground 300 to air, AOE 64
Core Ketzer Heavy Assault Kbot
Energy 93600 up from 85600
Metal 6740M up from 6240
Build time 161760 up from 149760
Main weapon:
Range 408 down from 428
noexplode weapon (new):
Range 560, Damage 480+, Reload 5.8s, DPS 82.8+, AOE 48
Arm Zephyr AA kbot
Health 10560 up from 10000
Core Jupiter AA kbot
Health 11200 up from 10760
Max speed 0.95 up from 0.9
Arm Wolf - Amphibious Sniper doggo Kbot
Health 15000 up from 13500
Core Krab - Amphibious Energy Weapon (noexplode) Kbot
Health 17200 up from 16000
Arm Tiger - Heavy Assault Tank (with flak)
Health 20800 up from 20200
Core Rattlesnake - Rapid Laser Assault Tank
Health 21600 up from 21200
Arm Impala - Energy weapon (noexplode) Tank
Health 14000 up from 13200
Core War Machine - Energy Weapon Tank
Health 15900 up from 14900
Arm G2 - Rapid Artillery Tank
149000E down from 156000E
Health 23600 up from 21800
Core Smasher - Heavy Artillery Tank
144000E down from 150000E
Health 24800 up from 23000
Arm Scudd - Mobile Tactical Nuke Launcher
Health 4250 down from 4800
Turnrate 200 down from 210
Core Precluder - Mobile Tactical Nuke Launcher
Health 4500 down from 5400
Turnrate 215 down from 230
Arm Invincible
Gauss weapon Damage 450 down from 480
Reload 0.45s down from 0.55s
DPS 1000 up from 872.7
Range 820 (unchanged)
AOE 32 (unchanged)
Core Excelsior - Battlecruiser
Riot weapon Damage 640 up from 450
Reload 0.7s up from 0.5s
DPS 914 up from 900
Range 800 (unchanged)
AOE 108 (unchanged)
T3 Aircraft carriers - changed description to "Aircraft Repair and Antinuke with Radar and Sonar"
Arm Longreach
Metal 7220 up from 7020
Buildtime 144400 up from 140400
Energy production 1250 up from 800
Core Fulcrum
Metal 7400 up from 7200
Buildtime 148000 up from 144000
Energy production 1320 up from 900
Arm Prophet - Capital Ship
Radar range 2800 down from 3000 (to match main gun range)
Energy production 1500 up from 450
Energy storage 2500 (unchanged)
Long range cannon range 2800 (unchanged)
Faster reload between shots, longer delay between salvos
- reload 0.4s from 0.54s
damage 1080 down from 1140
delay between 8-shot salvos 3.463s up from 2.928s
8 shots per 6.263s down from 6.708s
DPS 1379.5 up from 1359.6
Energy per shot 1200 up from 1000
Energy/sec average 1532.8
Core Omen - Capital Ship
Radar range 2980 down from 3100 (to match main gun range)
Energy production 1600 up from 480
Energy storage 3000 up from 2500
Long range cannon Range 2980 (unchanged)
Faster reload between shots, longer delay between salvos
- reload 0.56s from 0.72s
damage 1440 (unchanged)
delay between 6-shot salvos 3.483s up from 2.65s
6 shots per 6.283s down from 6.4s
DPS 1375 up from 1350
Energy per shot 1600 up from 1250
Energy/sec average 1528
Arm Samurai - Dreadnaught Hovercraft
499100E, 22500M, 540000 BT up from 459100E 21200M 508800 BT
Health 42000 up from 37000
Main weapon range 820 (unchanged)
Damage 450 reload 0.32 1406 DPS up from 480/0.4 1200 DPS
Core Broadsword - Dreadnaught Hovercraft
520600E, 23100M, 554400 BT up from 480600E 21800M 523200 BT
Health 45000 up from 40000
Main weapon range 820 (up from 810)
Damage 1000 reload 0.75 1333 DPS up from 1000/0.92 1087 DPS
**T3 Defence updates**
Arm Vulcan
reload 0.3 (was 0.32)
4 second delay between 8-shot salvos (was 5.2s)
DPS 1521.3 up from 1288.9
Energy to fire: 3000/shot, average 3934/sec
Core Buzzsaw
4.7 second delay between 6-shot salvos (was 6 seconds)
DPS 1500 up from 1270.6
Energy to fire: 5000/shot, average 4167/sec
Note: with veterancy, energy/sec will increase
Arm RAAMS T3 AA missile tower
Reload 0.45 (was 0.5) - 2209 DPS vs air, was 1988
Startvelocity 740 up from 540
Added edgeeffectiveness=0.9 same as flak (was 0) - big effective damage area increase
Smokedelay 0.01 from 0.1 (more smoketrail)
removed unitsonly tag
Core Screamer T3 AA missile tower
Reload 1.4 (was 1.6) - 2164 DPS vs air, was 1894
Startvelocity 700 up from 500
Added edgeeffectiveness=0.9 same as flak (was 0) - big effective damage area increase
Smokedelay 0.01 from 0.1 (more smoketrail)
removed unitsonly tag
**Eco Updates**
Moho Metal makers: reduced costs, big reduction in build time
Reduced production, and slightly reduced energy to metal conversion efficiency (still better than T1 60E/1M)
Arm Moho Metal Maker
Energy 16360 down from 19635
Metal 50 down from 55
Buildtime 30000 down from 44000
Energy use 800 down from 900
Metal production 14 down from 16
Efficiency 57.2E/1M, was 56.25
OTA/ProTA: -800E/+16M, efficiency 50E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was ESTOR_BUILDING (1900 damage 420 AOE)
Self-D explosion ESTOR_BUILDING (unchanged)
Core Moho Metal Maker
Energy 15845 down from 17680
Metal 46 down from 50
Buildtime 27600 down from 40000
Energy use 690 down from 800
Metal production 12 down from 14
Efficiency 57.5E/1M, was 57.2
OTA/ProTA: -625E/12M, efficiency 52.1E/1M
Death Explosion ESTOR_BUILDINGEX (900 damage 220 AOE) was LARGE_BUILDING (1800 damage 400 AOE)
Self-D explosion LARGE_BUILDING (unchanged)
Arm Underwater Moho Metal Maker
Energy 18200 down from 21051
Metal 85 down from 120
Buildtime 34000 down from 48000
Energy use 912 down from 1020
Metal production 16 down from 18
(efficiency 57.0E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Core Underwater Moho Metal Maker
Energy 17800 down from 18077
Metal 80 down from 108
Buildtime 32000 down from 43200
Energy Use 860 up from 850
Metal production 15 (unchanged)
(efficiency 57.33E/1M, was 56.67)
Death and self-d explosion same as land version (was LARGE_BUILDING/LARGE_BUILDING)
Arm Fusion
Energy 39865 down from 42865
Metal 5180 (unchanged)
Build time 102600 (unchanged)
Energy production 1050 (up from 1000)
Core Fusion
Energy 43725 down from 48225
Metal 5592 down from 5804
Buildtime 111840 down from 116080
Energy production 1200 (unchanged)
Arm Cloaking Fusion
Energy 67816 down from 72816
Metal 6575 down from 6845
Build Time 157800 up from 136900
Energy Production 1500 down from 1600
Cloak Cost 280 down from 320
Core Cloaking Fusion
Energy 73850 down from 79850
Metal 7074 down from 7582
Build time 169776 up from 151640
Energy Production 1700 down from 1900
Cloak Cost 300 down from 400
Arm Underwater Fusion
Energy 54787 down from 63787
Metal 6885 up from 6785
Build time 137700 up from 135700
Energy production 1400 down from 1500
Core Underwater Fusion
Energy 60849 down from 69849
Metal 7480 up from 7460
Buildtime 149600 up from 149200
Energy Production 1600 down from 1800
Arm Metal Making Super Fusion
Makes 10500 energy up from 10k
turned on trades -5k E for +90 metal down from +96
Metal conversion efficiency: 55.6E/1M (was 52.1)
Cloaks for 1000E (unchanged)
Reduced footprint to 12x7 from 14x8
Metal cost 42800 up from 40800
Buildtime 856000 up from 816000
Core Metal Making Uber Fusion
Makes 12k energy (unchanged)
turned on trades -6K E for +107 metal down from +115
Metal conversion efficiency: 56.1E/1m (was 52.2)
Cloaks for 1100E (unchanged)
Reduced footprint to 10x10 from 12x12
Metal cost 46200 up from 44200
Buildtime 924000 up from 884000

File diff suppressed because it is too large Load Diff

@ -0,0 +1,312 @@
Mayhem 10.9.2 balance changelog
Arm Skimmer
EMG reload 0.45, 40 DPS (was 0.56, 32.14 DPS)
Core Scrubber
Laser damage 25 reload 0.65 38.46 DPS (was 30/0.96 31.25 DPS)
Arm Skeeter
EMG Reload 0.8s, 22.5 DPS (was 0.56, 32.14 DPS)
Core Searcher
Laser damage 25 reload 1.15 21.74 DPS (was 30/0.96 31.25 DPS)
Arm Odin (Heavy Infantry)
Health 2700 (was 2800)
Arm Huntsman (T2 AA Kbot)
Health 1082 (was 982)
Core Slingshot (T2 AA kbot)
Health 1295 (was 1245)
Arm Meerkat (pop-up gauss tower)
Buildtime 11120 (was 13900)
Arm Lelantus (Jammer tower)
Energy 4630 (was 4430)
health 280 (was 360)
Energy use 35 (was 25)
Energy make 10 (was 25)
Core Blanker (Jammer Tower)
Energy 4720 (was 4520)
Health 325 (was 440)
Energy use 35 (was 30)
Energy make 10 (was 30)
Arm Moho Metal Maker
Energy 19635 (was 18155)
Metal 55 (was 80)
Buildtime 44000 (was 40000)
Core Moho Metal Maker
Energy 17680 (was 15928)
Metal 50 (was 72)
Buildtime 40000 (was 36000)
Arm Warden (T2 Popup Missile tower)
- shorter popup time
Energy 3830 Metal 320 buildtime 7680 (was 4130/350/8480)
Health 900 (was 920)
Core Smiter (T2 Popup Missile tower)
- shorter popup time
Energy 3905 metal 312 buildtime 7488 (was 4205/340/8160)
Health 920 (was 940)
Arm Stunner
Energy 52134 Metal 1802 buildtime 64872 (was 76190/4055/162200)
Weapon Range 3200 (was 32000)
Higher velocity
Not targetable
stockpile 60s (was 140)
9000E 300M per shot (was 15600/1040)
Are of effect 480 edge effectivenes 0.8 (was 640, 0.5)
Stuns only Core units
Core Neutron
Energy 46920 Metal 1843 buildtime 66348 (was 78201/3843/153720)
Weapon Range 3200 (was 32000)
Higher velocity
Not targetable
stockpile 60s (was 150)
9000E 360M per shot (was 18200, 1300)
Area of effect 480 edge effectiveness 0.75 (was 640, 0.25)
Damages only Arm mobile units
Arm Protector
Health 1700/4250 when closed (was 2420/4840)
Core Fortitude
Health 1990/3980 when closed (was 2860/4767)
Arm Kali, Core Dante (T3 amphibious resurrection kbots)
- workertime 420 (was 360)
- build distance 180 (was 160)
Arm Ant (T3 construction kbot)
Metal cost 1770 (was 1893)
Buildtime 42480 (was 45432)
Workertime 390 (was 360)
Core Marshall (T3 construction kbot)
Metal Cost 1710 (was 1803)
Buildtime 41040 (was 43272)
Workertime 390 (was 360)
T3 construction hovercraft
- workertime 420 (was 300)
- builddistance 190 (was 160)
Arm Razorback
Health 15600 (was 16800)
- removed energy per shot for main weapon
- 400E per shot for noexplode weapon (was 600E)
- improved projectile visibilty
Core Ketzer
Health 16400 (was 17500)
Arm Shiva (mobile rapid-fire long range artillery)
Energy cost 575000 (was 565000)
Health 12000 (was 9600)
Core Defiler
Energy cost 594600 (was 584600)
Health 12800 (was 10350)
Arm Rex
Metal cost 27390 (was 27180)
Buildtime 657360 (was 652320)
Health 54000 (was 55000)
Core Krogoth
Health 62000 (was 63000)
Arm Impala
Health 10200 (was 10800)
War Machine
Health 9900/15840 when closed (was 9600/15360)
Arm Hamster
Energy cost 956000 (was 900000)
Metal Cost 39900 (was 37500)
Buildtime 957600 (was 900000)
health 72000 (was 78500)
Core Argus
Energy cost 995000 (was 936000)
Metal cost 41600 (was 39000)
Buildtime 998400 (was 936000)
Health 77000 (was 82000)
Arm Samurai
Health 37000 (was 35200)
Core Broadsword
Health 40000 (was 37000)
Arm Banisher:
damage 270, 844 DPS (was 300, 938 DPS)
Weapon tolerance 10000 (was 16000)
New firing sound and more visible projectile
Core Temman:
Damage 650, 722 DPS (was 720, 800 DPS)
Weapon tolerance 10000 (was 15000)
removed tracking
Extinguisher:
4500E to fire (down from 6000)
9x1000 damage, 9000/3secs = 3k DPS (was 8x1200 damage, 9600/3.2secs = 3k DPS)
1500E/sec (down from 1875)
Nightmare:
200E to fire (down from 240) - 2kE/sec (down from 2400)
Arm Vulcan
Energy cost 519111 (was 479111)
Health 5400 (was 6000)
8 shots per 6.1s, 1521.3 DPS (was 7.24s, 1281.8 DPS)
3k energy per shot (was 2800)
Core Buzzsaw
Energy cost 532600 (was 502600)
Health 5800 (was 6400)
6 shots per 7.5s, 1440 DPS (was 8.5s, 1270.6 DPS)
Arm Dora
Increased metal cost 119500 (from 109500)
Increased health 8800 (from 8600)
Reduced Buildtime 2390000 (from 2628000)
Core Terminator
Increase metal cost 126000 (from 116000)
Increased health 9300 (from 9200)
Reduced buildtime 2520000 (from 2784000)
Annihilator - fixed freezing bug after open/close
fixed running-in-place bug for Core Gimp, Core Hatchling, Arm Kodiak
Major fixes to Hover, Ship and T3 Air transports
Mayhem 10.9.1 balance changelog
**Core Beetle**
Sped up weapon reload animation so that reload time is what it should be
This also shortens load time to fire weapon to 0.7s from 1.15s
**Arm Adv Construction Aircraft**
Health 710 (was 740)
Buildtime 24200 (was 24400)
**Core Adv Construction Aircraft**
Health 740 (was 710)
**Adv Construction Sub** (both Arm and Core)
Workertime 240 (was 270)
Sightdistance 210 (was 220)
Sonardistance 400 (was 480)
**Arm Zipper**
Weapon damage 12x6 reload 0.94 76.6 DPS (was 15x6/1.18s 76 DPS)
**Core Freaker**
Weapon damage 80 reload 1.08 74.07 DPS (was 90/1.25s 72 DPS)
**Arm Kodiak**
Energy 8420 (was 8543)
Weapon Damage 264, 110 DPS (was 240 100 DPS)
**Core Dominator**
Weapon damage 420, reload 2 per 8s 105 DPS (was2 per 9.1s 92.3 DPS)
**Core Morty**
Damage 102 reload 1.45 70.34 DPS (was 105/1.5 70 DPS)
**Arm Penetrator** **Shooter** **Wolf**
Primary weapon Bad target category LEVEL1 (was NOWEAPON)
**Arm Eraser** Radar Jamming Kbot
Energy 2276 (was 1576)
Jam distance 540 (was 700)
Speed 1.15 (was 1.1)
**Core Spectre** Radar Jamming Kbot
Energy 2353 (was 1653)
Jam Distance 540 (was 700)
Speed 1.1 (was 1.05)
**Arm Jammer** Radar Jamming Vehicle
Energy 2021 (was 1721)
Jam Distance 480 (was 600)
**Core Deleter** Radar Jamming Vehicle
Energy 2157 (was 1857)
Jam Distance 480 (was 600)
**Arm Lelantus** Radar Jamming Tower
Energy 4430 (was 3730)
Jam Distance 800 (was 950)
**Core Blanker** Radar Jamming Tower
Energy 4520 (was 3820)
Jam Distance 800 (was 950)
**Arm Ghost** T3 Amphibious Radar/Sonar Jammer
Sonar distance 480 (was 400)
Speed 1.6 (was 1.5)
**Core Troller** T3 Amphibious Radar/Sonar Jammer
Sonar distance 500 (was 400)
Speed 1.5 (was 1.4)
**Arm Eagle** Stealth Radar Plane
Energy 7256, Buildtime 11880 (was 5762/9900)
Health 620 (was 360)
**Core Vulture** Stealth Radar Plane
Energy 6956, Buildtime 12168 (was 5524/10140)
Health 660 (was 390)
**Arm Brawler**
Energy 6249 Metal 314 Buildtime 12560 (was 5343/304/12160)
**Core Rapier**
Energy 6172 Metal 302 Buildtime 12080 (was 5489/394/10760)
**Arm Dragonfly** Heavy airlifter
Energy 9718 metal 455 buildtime 18200 (was 8718/405/16200)
Acceleration 0.045 (was 0.06)
Turnrate 220 (was 328)
**Core Falcon** Heavy airlifter
Energy 9910 Metal 464 Buildtime 18560 (was 8910/414/16560)
Acceleration 0.05 (was 0.07)
Turnrate 210 (was 300)
**Arm Phoenix**
Acceleration 0.07 (was 0.09)
Turnrate 365 (was 420)
**Core Hurricane**
Speed 9.1 (was 9)
Acceleration 0.075 (was 0.08)
Turnrate 350 (was 400)
**Arm Kingfisher** Depth charge bomber
Energy 10500 metal 340 buildtime 20400 (was 9700/320/19200)
Health 1400* (was 1480)
Speed 9 (was 9.2)
**Core Marlin** Depth charge bomber
Energy 10350 Metal 350 buildtime 21000 (was 9350/330/16500)
Health 1460* (was 1760)
**Arm Millenium**
Sight Distance 510 (was 540)
**Core Warlord**
sight distance 500 (was 520)
**Arm Conqueror**
Depth Charge weapon damage 100 DPS 50 (was 120, DPS 60)
**Core Executioner**
Cannon damage 290 Reload 2.1 138.1 DPS (was 295/2.2 134.1 DPS)
Depth Charge weapon damage 100 DPS 50 (was 120, DPS 60)
**Arm Ronin** Skirmish Cruiser
Metal 1320 Buildtime 15840 (was 1360/16320)
Speed 2.7 (was 2.6)
Acceleration 0.024 (was 0.02)
Brakerate 0.072 (was 0.05)
Turnrate 210 (was 195)
**Core Omni**
Energy 10194 Metal 1305 Buildtime 15660 (was 10294/1325/15900)
Health 3840 (was 3720)
Speed 2.6 (was 2.5)
acceleration 0.025 (was 0.022)
Brakerate 0.075 (was 0.05)
Turnrate 230 (was 208)
**Arm Piranha**
Turnrate 560 (was 512)
Default Damage 280/560 to subs (was 300/600)
Reload 2.2 127.27/254.55 DPS (was 2.3 130.43/260.87)
**Arm Ranger**
Weapon Range 1600 (was 1650)
Reload 7.5 112 DPS (was 8, 105 DPS)
**Core Hydra**
Weapon range 1600 (was 1620)
Reload 8.5 112.9 DPS (was 10.5, 91.4 DPS)

@ -1,713 +0,0 @@
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<H1>TOTAL MAYHEM UNIT GUIDE</H1>
<div class="cat">Generally in TOTAL MAYHEM <b>almost all units in the game have had their sight range and weapon range improved.</b> This is because people play at higher monitor resolutions now than they did when the game first came out. 640x480 used to be fairly standard, now it's 1024x768 or higher.<br><br>
This is also to give certain units more strategic value as spotter units.<br><br>
<H2>The Commander</H2>
<b>Commanders have been given a bit of a boost in Total Mayhem.
<ul><li>50% increase in laser power, sight range and radar range</li>
<li>40% increase in armour</li>
<li>about 15% increase in weapon range</li>
<li>bigger area of effect for disintegrator gun</li>
<li>30% increase in build distance</li>
<li>20% increase in build speed</li></ul></b>
While this may offer a bit of an advantage to those using theirs aggressively, it's still worth noting that it's a very valuable unit that is very vulnerable especially after the early game... and there is a whole tier of Level 3 units to contend with.<br><br>
<h2>Kbots</h2>
Most kbots have been given better climbing ability, instead of having the same maximum slope as tanks.<br><br>
<H2>Aircraft</H2>
You'll notice that the health stats of aircraft are roughly twice what they are in OTA. AA weapon damage vs aircraft is also twice as high, at least. This is to ensure more delineation between anti-ground and anti-air weapons, and helps counter the longer ranges of a lot of ground units that enables them to shoot more at aircraft.<br><br>
<H2>Hovercraft</H2>
Hovercraft are significantly more manueverable, and now move more like you'd expect hovercraft to: moving in a given direction without waiting to turn first.<br><br>
<H2>Predictable metal economy</H2>
<b>All units (including buildings) have a consistent ratio between their metal cost and the time it takes to build.</b> The result is a more easily managed metal economy, and easier to predict how long a unit will take to be built: The kbot factory builds at 6 metal per second for everything it builds, so a 120 metal cost unit will take 20 seconds to be built.
You'll notice all mobile units with stats in the guide therefore <b>have the time it takes for them to be built by their factory next to their metal cost.</b><br><br>
Level 1 Factories build at 9 metal per second<br>
Level 2 Factories build at 15 metal per second<br>
Level 3 Factories build at 24 metal per second<br><br>
Exceptions:
<ul><li><b>Ship factories</b> build 50% faster than their level counterparts. </li>
<li><b>Aircraft plants</b> use metal at half the rate - and so do all assisting construction mobiles. Arcraft construction is of a more delicate nature (this is also to prevent their high energy cost from chewing through all your reserves, and to avoid changing aircaft stats too far from OTA)</li></ul>
<H3>Mobile construction units</H3>:
<b>3 metal/s</b> Construction Aircraft<br>
<b>4.5 metal/s</b> Construction Kbots and Hovercraft<br>
<b>6 metal/s</b> Construction Vehicles, minelayers and Advanced Construction Aircraft<br>
<b>7.5 metal/s</b> Construction Ships <br>
<b>9 metal/s</b> Advanced Construction Kbots and Hovercraft, Construction Spider<br>
<b>10.5 metal/s</b> Construction Tortoise, FARK, Necro<br>
<b>12 metal/s</b> Advanced Construction Vehicles, Decoy Commanders, Experimental Construction Aircraft<br>
<b>13.5 metal/s</b> Advanced Construction Subs<br>
<b>18 metal/s</b> Commander, Experimental Construction Kbots and Hovercraft<br>
<b>24 metal/s</b> Experimental Construction Vehicles<br>
<b>27 metal/s</b> Experimental Construction Sub/Walking Construction Ship<br>
Exceptions:<ul><li>construction units <b>assisting Aircraft plants</b> to build aircraft use metal at half the rate (therefore taking twice as long).</li>
<li>building any <b>factory</b> uses metal at double the rate (this is so that factory building takes roughly the same time as OTA to avoid undesirable balance consequences - you'll notice some level 1 factories are also cheaper now)</li></ul></div><br><br>
<H1>Level 1 units</H1>
<H3>Storage</H3> - <b>unchanged</b>. Energy storage still stores 3000 energy, metal 1000.<br><br>
<H3>Metal Maker</H3> - <b>unchanged</b>. There are plenty of mods out there that reduce metal maker efficiency to 80, 100 or even 120 energy for 1 metal. This slows down gameplay. Instead, Total Mayhem encourages expansion and increases game pace by making extractors better and more efficient.<br><br>
<H3>Geothermal Powerplant</H3> - <b>unchanged</b><br><br>
<div class="cat"><div class="arm">
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSOLAR.jpg"></td><td>
<H3>Arm Solar Panel</H3> - Produces Energy<br>
<b>Cost</b>: 109 metal 608 energy <b>Health</b>: 358 (895 when closed) <b>Energy production</b>: 25 <b>Footprint</b>: 5x5<br>
The regular solar panel is cheaper, and produces more energy. This may seem like quite a fundamental game change, but in fact Wind Generators are still far better value on most maps. This has the general effect of accelerating early game progression. As with all open/close/popup units in Total Mayhem, the script has been improved so that they reopen 6 seconds from the last time they were damaged instead of 10 seconds from when they were first hit. This means they don't reopen in the middle of being attacked like they do in OTA. And if they are hit just once, they reopen faster.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMWIN.jpg"></td><td>
<H3>Arm Wind Turbine</H3> - Produces Energy<br>
<b>Cost</b>: 55 metal 458 energy <b>Health</b>: 179 <b>Energy production</b>: variable, 0-30 <b>Footprint</b>: 4x4<br>
With the change to a predictable metal economy, wind generators now build in about 2/3 of the time they used to. They have been bumped down in energy cost slightly to avoid an energy stall while building them. Other than that, they are identical to OTA - no need to fix what ain't broken.
</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMEX.jpg"></td><td>
<H3>Arm Metal Extractor</H3> - Extracts Metal<br>
<b>Cost</b>: 73 metal 531 energy <b>Health</b>: 221 <b>Metal extraction</b>: variable, up to 3.3 metal/s <b>Footprint</b>: 3x3<br>
To encourage base expansion, metal extraction rates have been increased by about 25% (metal maker energy efficiency remains unchanged). Extractors are about 30% tougher (still very fragile), and cost 50% more metal - but due to the predictable metal economy change they actually take less time to build.
</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/pics/armpopsol.png"></td><td>
<H3>Arm Popup Solar Collector</H3> - Produces Energy<br>
<b>Cost</b>: 305 metal 2900 energy <b>Health</b>: 624 (2496 when closed) <b>Energy production</b>: 75 <b>Footprint</b>: 6x6<br>
Produces triple the energy of a regular solar panel, takes up a bit more space, folds right up and becomes very tough when closed.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35298&stc=1&d=1522187981"></td><td><H3>Arm Advanced Tidal Generator</H3> - Produces Energy, self-defending<br>
<b>Cost</b>: 298 metal 2705 energy <b>Health</b>: 1352 <b>Tidal generator </b>x3 Footprint: 4x4<br>
Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE </td></tr></table></div>
<div class="core"><table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSOLAR.jpg"></td><td>
<H3>Core Solar Collector</H3> - Produces Energy<br>
<b>Cost</b>: 106 metal 632 energy <b>Health</b>: 365 (913 when closed) <b>Energy production</b>: 25 <b>Footprint</b>: 5x5<br>
The regular solar panel is cheaper, and produces more energy. Wind Generators are still far better value on most maps. This has the general effect of accelerating early game progression. As with all open/close/popup units in Total Mayhem, the script has been improved so that they reopen 6 seconds from the last time they were damaged instead of 10 seconds from when they were first hit.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORWIN.jpg"></td><td>
<H3>Core Wind Generator</H3> - Produces Energy<br>
<b>Cost</b>: 55 metal 470 energy <b>Health</b>: 189 <b>Energy production</b>: variable, 0-30 <b>Footprint</b>: 4x4<br>
With the change to a predictable metal economy, wind generators now build in about 2/3 of the time they used to. They have been bumped down in energy cost slightly to avoid an energy stall while building them. Other than that, they are identical to OTA - no need to fix what ain't broken.
</td></tr><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMEX.jpg"></td><td>
<H3>Core Metal Extractor</H3> - Extracts Metal<br>
<b>Cost</b>: 79 metal 514 energy <b>Health</b>: 258 <b>Metal extraction</b>: variable, up to 3.3 metal/s <b>Footprint</b>: 3x3<br>
To encourage base expansion, metal extraction rates have been increased by about 25% (metal maker energy efficiency remains unchanged). Extractors are about 30% tougher (still very fragile), and cost 50% more metal - but due to the predictable metal economy change they actually take less time to build.
</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35297&stc=1&d=1522187592"> </td><td>
<H3>Core M-Gen</H3> - Produces Energy<br>
<b>Cost</b>: 427 metal 3806 energy <b>Health</b>: 980 <b>Energy production</b>: 105 <b>Footprint</b>: 4x4<br>
Core's T1.5 option produces more energy and is more compact allowing you to build more in the same space, but is a bigger investment, and beware the bigger explosion when it is destroyed.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35299&stc=1&d=1522188045"></td><td>
<H3>Core Advanced Tidal Generator</H3> - Produces Energy, self-defending<br>
<b>Cost</b>: 308 metal 2862 energy <b>Health</b>: 1484 <b>Tidal generator </b>x3 Footprint: 4x4<br>
Weapon: 475 range 138.5 DPS (90 per shot 0.65 reload) laser 12 AOE
</td></tr></table></div></div>
<div class=cat><div class=arm><H2>ARM LVL1 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCK.jpg"></td><td>
<H3>CONSTRUCTION KBOT</H3> - Builds at 4.5 metal/s<br>
<b>Cost</b>: 146 metal (16.6 seconds) 1649 energy <b>Health</b>: 600 <b>Speed</b>: 15 m/s <b>Vision range</b>: 235</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPW.jpg"></td><td>
<H3>PEEWEE</H3> - Light Infantry Kbot<br>
<b>Cost</b>: 64 metal (7.1 seconds) 697 energy <b>Health</b>: 275 <b>Speed</b>: 26.4 m/s <b>Vision range</b>: 280<br>
<b>Weapon</b>: EMG 190 range 60 dps (15 x2 per burst, 0.5 reload), 12 AOE<br>
Peeweeeeee! ;) In order to have something fast for scouting in the kbot lab, Peewees are quicker - <b>now a bit faster than Flashes</b>. There's also been a change to the EMG weapon - it now fires half the number of shells at double damage - this is an effort to reduce lag while not changing the look and sound of the unit ingame too radically. Fast, best value firepower in the game and a useful raiding unit to build first on small maps. Also, <b>armour has been boosted by 20%, still very low</b>, a little bit poorer value than the Flash.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMROCK.jpg"></td><td>
<H3>ROCKO</H3> - Rocket Kbot<br>
<b>Cost</b>: 117 metal (13 seconds) 964 energy <b>Health</b>: 610 <b>Speed</b>: 16.2 m/s <b>Vision range</b>: 260<br>
<b>Weapon</b>: Rockets 440 range 32.5 dps (130 per shot, 4 reload), 32 AOE<br>
<b>Rocko gets a 10% boost in range and a small boost in rocket damage and velocity</b>. It will pick off moving targets a bit better now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHAM.jpg"></td><td>
<H3>HAMMER</H3> - Artillery Kbot<br>
<b>Cost</b>: 162 metal (18 seconds) 1287 energy <b>Health</b>: 750 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: Artillery 485 range 43.3 dps (72 per shot, 1.66 reload), 40 AOE<br>
Gun-ready script is now much faster. However, unlike many other units the turret/torso traverse is still quite slow - in testing it was found this was too good as a brawler unit if this was increased too much. <b>Range increased by 30%</b>. This is now a proper small artillery unit that can shoot at a decent range. </td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMJETH.jpg"></td><td>
<H3>JETHRO</H3> - Anti-air kbot<br>
<b>Cost</b>: 108 metal (12 seconds) 1019 energy <b>Health</b>: 520 <b>Speed</b>: 16.8 m/s <b>Vision range</b>: 290<br>
<b>Weapon</b>: 655/444 range 90/18 dps (135/27 per shot, 1.5 reload), 32 AOE<br>
This anti-air unit sports much <b>better missile reload</b>, meaning its firepower is about equal to a Samson, although still has poorer armour and is a bit more expensive. One other change: see <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the definitive answer to AA missile unit domination</a> for details.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMWAR.jpg"></td><td>
<H3>WARRIOR</H3> - Medium Infantry Kbot
<b>Cost</b>: 196 metal (21.8 seconds) 2012 energy <b>Health</b>: 1262 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 260<br>
<b>Weapon 1</b>: 230 range 75 dps (15 x8 per burst, 1.6 reload), 12 AOE<br>
<b>Weapon 2</b>: 300 range 40 dps (50 per shot, 1.25 reload), 32 AOE, ballistic<br>
Now has a unique <b>head-mounted shotgun weapon, and ballistic cannon on both arms</b> - it can now aim and fire each weapon simultaneously and independently. <b>Armour increased by 20%, and speed increased.</b> The Warrior is now much more worth the nearly 200 metal investment. </td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE3.jpg"></td><td>
<H3>FLEA</H3> - Fast Scout Kbot<br>
<b>Cost</b>: 49 metal (6 seconds) 812 energy <b>Health</b>: 95 <b>Speed</b>: 34.8 m/s <b>Vision range</b>: 263<br>
<b>Weapon</b>: 260 range 24 dps (24 per shot, 1 reload), 24 AOE - light gauss<br>
The Flea is now an <b>all-terrain kbot</b>, able to climb any slope - and bite a bit harder. ;)</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHDPW.jpg"></td><td>
<H3>HELLDIVER</H3> (Sunburner) - Amphibious Infantry Kbot<br>
<b>Cost</b>: 80 metal (8.9 seconds) 846 energy <b>Health</b>: 425 <b>Speed</b>: 21 m/s <b>Vision range</b>: 260 <b>Sonar</b>: 130<br>
<b>Weapon</b>: EMG 240 range 42.9 dps (15 x2 per burst, 0.7 reload), 12 AOE<br>
- A <b>more armoured version of the Peewee</b>, that can go <b>underwater</b>. Excellent early raiding unit on maps like GOW - however of course, this unit will be pulverized by torps and depth charges - or just about anything - easily.</td></tr></table>
</div><div class=core><H2>CORE LVL1 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCK.jpg"></td><td>
<H3>CONSTRUCTION KBOT</H3> - Builds at 4.5 metal/s<br>
<b>Cost</b>: 152 metal (16.9 seconds) 1559 energy <b>Health</b>: 640 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 230</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAK.jpg"></td><td>
<H3>AK</H3> - Light Infantry Kbot<br>
<b>Cost</b>: 66 metal (7.3 seconds) 696 energy <b>Health</b>: 290 <b>Speed</b>: 25.2 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: 190 range 50 dps (45 per shot, 0.9 reload), 8 AOE<br>
s Cavedog should have done in the first place, AK's own weapon has been ditched. The AK now <b>shares the Instigator weapon</b> just like the Peewee shares the Flash's. The <b>AK's speed has been increased</b> to a bit faster than the Instigator, to provide a decent scouting unit for the Kbot Lab. <b>Armour has been boosted by 20%, still very low</b>, a little bit poorer value than the Instigator as it should be given it now has superior speed.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSTORM.jpg"></td><td>
<H3>STORM</H3> - Rocket Kbot<br>
<b>Cost</b>: 118 metal (13.1 seconds) 985 energy <b>Health</b>: 690 <b>Speed</b>: 15 m/s <b>Vision range</b>: 265<br>
<b>Weapon</b>: Rockets 440 range 33.3 dps (100 per shot, 3 reload), 32 AOE<br>
As with the Rocko, <b>Storm gets a boost in range, firepower and velocity</b>. It is still a somewhat superior unit to the Rocko, with a better reload and no wait to ready the launchers.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTHUD.jpg"></td><td>
<H3>THUD</H3> - Artillery Kbot<br>
<b>Cost</b>: 157 metal (17.4 seconds) 1181 energy <b>Health</b>: 830 <b>Speed</b>: 14.4 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: Artillery 460 range 44.4 dps (60 per shot, 1.35 reload), 40 AOE<br>
Since the Thud has less of an advantage now with the way its guns are instantly able to fire, the <b>weapon has been increased in range, firepower and reload time</b>. It's much closer to the hammer's power now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCRASH.jpg"></td><td>
<H3>CRASHER</H3> - Anti-air laser kbot<br>
<b>Cost</b>: 102 metal (11.3 seconds) 1004 energy <b>Health</b>: 560 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 295<br>
<b>Weapon</b>: 650/250 range 142.2/35.6 dps (128/32 per shot, 0.9 reload), 12 AOE<br>
The Crasher is now an <b>Anti-Air Laser Kbot</b>. Side diversity ftw. It has much shorter range vs ground, and the laser cannot hit fast aircraft quite as well as missiles do, but it does much better damage than AA missile units.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMAK.jpg"></td><td>
<H3>MAK</H3> (Core Prime) - Medium Assault Kbot
<b>Cost</b>: 218 metal (24.2 seconds) 2287 energy <b>Health</b>: 1220 <b>Speed</b>: 16.32 m/s <b>Vision range</b>: 270<br>
<b>Weapon 1</b>: laser 230 range 95 dps (95 per shot, 1 reload), 16 AOE<br>
<b>Weapon 2</b>: missile 550 range 62.5/12.5 dps (150/30 per shot, 2.4 reload), 32 AOE<br>
Core gets a unit which is similar to the Warrior. Its <b>laser weapon</b> is more lethal than the Warrior's and it sports <b>AA missiles</b>! It lacks the ballistic cannon the Warrior has, however.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35296&stc=1&d=1522187586"></td><td>
<H3>BEETLE</H3> (Mayhem) - Rocket Launcher kbot<br>
<b>Cost</b>: 174 metal (19.3 seconds) 1620 energy <b>Health</b>: 380 <b>Speed</b>: 15 m/s <b>Vision range</b>: 240<br>
<b>Weapon</b>: rocket 520 range 30 dps (240 per shot, 8 reload), 40 AOE, vertical launch, unguided<br>
a very small kbot with a little v-launch rocket weapon. It has a special ability: it flips over when under fire and becomes much tougher. As soon as it moves it flips back on its feet.</td></tr></table>
</div></div>
<div class=cat><div class=arm><H2>ARM LVL1 VEHICLES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCV.jpg"></td><td>
<H3>CONSTRUCTION VEHICLE</H3> - Build speed 6 metal/s<br>
<b>Cost</b>: 202 metal (22.4 seconds) 1930 energy <b>Health</b>: 870 <b>Speed</b>: 19.2 m/s <b>Vision range</b>: 235</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFAV.jpg"></td><td>
<H3>JEFFY</H3> - Fast Attack Vehicle<br>
<b>Cost</b>: 44 metal (7.3 seconds) 564 energy <b>Health</b>: 99 <b>Speed</b>: 34.8 m/s <b>Vision range</b>: 320<br>
<b>Weapon</b>: 190 range 33.3 DPS (15 x2 per burst 0.9 reload), LOS, 12 AOE<br>
Jeffy has had a minor boost in manueverability (<b>turnrate</b>) and its weapon is now a low-damage burst EMG.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFLASH.jpg"></td><td>
<H3>FLASH</H3> - Light Tank<br>
<b>Cost</b>: 106 metal (17.7 seconds) 870 energy <b>Health</b>: 615 <b>Speed</b>: 24 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: 190 range 60 DPS (15 x2 per burst 0.5 reload), LOS, 12 AOE<br>
EMGs have been doubled in reload time and damage - they do the same amount of damage per sec but are considerably less noisy and laggy now. Apart from this the Flash is unchanged.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSTUMP.jpg"></td><td>
<H3>STUMPY</H3> - Medium Tank<br>
<b>Cost</b>: 178 metal (29.7 seconds) 1446 energy <b>Health</b>: 1180 <b>Speed</b>: 19.2 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE<br>
Stumpy has had a cost and armour boost, with a small reduction in speed and manuverability. Also a <b>more powerful weapon</b> now, with <b>better range</b>. It's now faster, more armoured and more expensive than the Raider - but the Raider has the same power weapon, and Core also has the Leveler, to which Arm doesn't have a direct counter...</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSAM.jpg"></td><td>
<H3>SAMSON</H3> - AA missile truck<br>
<b>Cost</b>: 119 metal (19.8 seconds) 1027 energy <b>Health</b>: 650 <b>Speed</b>: 18 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: 700/450 range 100/16.7 DPS (240/40 per shot 2.4 reload), guided, 32 AOE<br>
See<a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the definitive answer to AA missile unit domination</a>. Plus small reduction in turnrate.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMLV.jpg"></td><td>
<H3>PODGER</H3> - Minelayer<br>
<b>Cost</b>: 163 metal (27.2 seconds) 1031 energy <b>Health</b>: 1080 <b>Speed</b>: 21.6 m/s <b>Vision range</b>: 235<br>
Nanolathe: 120 workertime 75 build distance<br>
Since this unit was hardly seen at all in OTA, there have been some major changes to this unit. It is now the size of a stumpy, much <b>smaller, quicker and more manueverable</b>, builds <b>much more powerful mines</b>, and <b>can repair and assist building</b> as well as a Construction Vehicle - so if you like it can be used as a sort of level 1 FARK. Of course if you start using them as such, your opponent might start worrying you have laid mines somewhere... which is not a bad thing.<br>
<H3>Podger build menu:</H3><br>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE1.jpg" style="width:48px;height:48px"> <b>Tiny Mine</b> 11 metal (2 seconds) 200 Energy, explosion 1200 damage 450 area, damage reduces with distance to 480 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE4.jpg" style="width:48px;height:48px"> <b>Medium Mine</b> 28 metal (4.7 seconds) 700 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE5.jpg" style="width:48px;height:48px"> <b>EMP Mine</b> 60 metal (10 seconds) 2550 energy, explosion 60 seconds paralysis (less for heavy units) 865 area, stun duration decreases with distance down to 50% at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMINE6.jpg" style="width:48px;height:48px"> <b>Nuclear Mine</b> 447 metal (2 minutes 4.5 seconds) 12272 energy, explosion 12500 damage 800 area, damage decreases with distance down to 2500 at edge</p>
<p><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35524&stc=1&d=1532994054" style="width:48px;height:48px"> <b>Dragon's Eye</b> - Sight tower 47 metal (7.8 seconds) 450 energy, 700 health (1750 when closed), Sight range 1000, disguises itself as Dragon's tooth when enemy units come into range and sounds an alarm</p>
Podger also builds <b>Dragon's Teeth</b>, and basic defences: <b>Sunspot, LLT, Radical, Fury</b>
</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRECCY.jpg"></td><td>
<H3>TERRIER</H3> - Fast Skirmish Tank(MAD-TA)<br>
<b>Cost</b>: 82 metal (13.7 seconds) 760 energy <b>Health</b>: 295 <b>Speed</b>: 28.8 m/s <b>Vision range</b>: 275<br>
<b>Weapon</b>: 260 range 37.9 DPS (24 x3 per salvo 1.9 reload), LOS, 12 AOE<br>
Think of Terriers as somewhere between Jeffies and Flashes in terms of armour, speed and weapon damage - but with better weapon range than either.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMJANUS.jpg"></td><td>
<H3>JANUS</H3> - Rocket Tank (Unlimited Units/Mayhem)<br>
<b>Cost</b>: 232 metal (37 seconds) 1902 energy <b>Health</b>: 850 <b>Speed</b>: 18.6 m/s <b>Vision range</b>: 260<br>
<b>Weapon</b>: 510 range 56.5 DPS (130 x2 per salvo 4.6 reload), LOS, 40 AOE<br>
- rocket tank. Fires 2-rocket salvoes with great range, fairly reasonable top speed but very slow to turn or accelerate, and very light armour for the cost.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35375&stc=1&d=1525732170"></td><td>
<H3>COLT</H3> - Mobile Cluster Artillery (Mayhem)<br>
<b>Cost</b>: 244 metal (39 seconds) 2060 energy <b>Health</b>: 720 <b>Speed</b>: 16.2 m/s <b>Vision range</b>: 270<br>
<b>Weapon</b>: 540 range 50 DPS (25 x7 per burst, 3.5 reload), 32 AOE, ballistic<br>
Shotgun-style artillery. Blanket an area in low-power explosions. Could work well in groups...</td></tr></table>
</div><div class=core><H2>CORE LVL1 VEHICLES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCV.jpg"></td><td>
<H3>CONSTRUCTION VEHICLE</H3> - Build speed 6 metal/s<br>
<b>Cost</b>: 210 metal (23.3 seconds) 1930 energy <b>Health</b>: 870 <b>Speed</b>: 18 m/s <b>Vision range</b>: 225<br></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFAV.jpg"></td><td>
<H3>WEASEL</H3> - Fast Scout Vehicle<br>
<b>Cost</b>: 46 metal (5.1 seconds) 575 energy <b>Health</b>: 104 <b>Speed</b>: 32.76 m/s <b>Vision range</b>: 310<br>
<b>Weapon</b>: 180 range 33.3 DPS (30 per shot 0.9 reload), LOS, 12 AOE<br>
Weasel is <b>a bit quicker turning</b>, braking and acceleration.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGATOR.jpg"></td><td>
<H3>INSTIGATOR</H3> - Light Tank<br>
<b>Cost</b>: 110 metal (12.2 seconds) 887 energy <b>Health</b>: 673 <b>Speed</b>: 22.2 m/s <b>Vision range</b>: 240<br>
<b>Weapon</b>: 190 range 50 DPS (45 per shot 0.9 reload), LOS, 8 AOE<br>
The Gator gets <b>a minor weapon boost</b>, it's more nearly a match for a Flash now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRAID.jpg"></td><td>
<H3>RAIDER</H3> - Medium Tank<br>
<b>Cost</b>: 163 metal (18 seconds) 1241 energy <b>Health</b>: 1058 <b>Speed</b>: 18 m/s <b>Vision range</b>: 250<br>
<b>Weapon</b>: 320 range 47.1 DPS (80 per shot 1.7 reload), ballistic, 32 AOE<br>
Gets <b>a boost in weapon range and power</b> like the Stumpy, but a reduction in speed.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMIST.jpg"></td><td>
<H3>SLASHER</H3> - Mobile AA<br>
<b>Cost</b>: 116 metal (12.9 seconds) 1027 energy <b>Health</b>: 655 <b>Speed</b>: 17.4 m/s <b>Vision range</b>: 270<br>
<b>Weapon</b>: 700/450 range 96/16 DPS (240/40 per shot 2.4 reload), guided, 32 AOE<br>
See <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the definitive answer to AA missile unit domination</a>. Plus a reduction in turnrate so these bulky trucks don't turn on a dime anymore.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMLV.jpg"></td><td>
<H3>SPOILER</H3> - Minelayer<br>
<b>Cost</b>: 167 metal (18.6 seconds) 1117 energy <b>Health</b>: 1200 <b>Speed</b>: 19.8 m/s <b>Vision range</b>: 225<br>
Nanolathe: 120 workertime 75 build distance<br>
<b>Reduced in size to about the same as a Raider, much quicker and more manueverable</b>, builds <b>much more powerful mines</b>, and <b>can also repair and assist building</b> as effectively as a Construction vehicle - more so in fact, since it now takes less space.<br>
<H3>Spoiler build menu:</H3><br>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE2.jpg" style="width:48px;height:48px"> <b>M-102</b> - Light Mine 18 metal (3 seconds) 432 energy, explosion 1900 damage 420 area, damage reduces with distance to 1140 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE4.jpg" style="width:48px;height:48px"> <b>M-204</b> - Medium Mine 30 metal (5 seconds) 656 energy, explosion 3200 damage 512 area, damage reduces with distance to 1920 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE5.jpg" style="width:48px;height:48px"> <b>M-303</b> - Area Mine 73 metal (12.2 seconds) 2700 energy, explosion 3600 damage 800 area, damage reduces with distance to 1440 at edge</p>
<p><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE6.jpg" style="width:48px;height:48px"> <b>M-808</b> - Nuclear mine 442 metal (1 minute 13.7 seconds) 13172 energy, explosion 10500 damage 880 area, damage reduces with distance to 2625 at edge</p>
<p><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35525&stc=1&d=1532994054" style="width:48px;height:48px"> <b>Dragon's Eye</b> - Sight tower 49 metal (8.2 seconds) 432 energy, 730 health (1825 when closed), Sight range 1024, disguises itself as Dragon's tooth when enemy units come into range and sounds an alarm</p>
Spoiler also builds <b>Dragon's Teeth</b>, and basic defences: <b>Immolator, LLT, Blocker, Scythe</b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORLEVLR.jpg"></td><td>
<H3>LEVELER</H3> - Riot Tank
<b>Cost</b>: 255 metal (28.3 seconds) 1887 energy <b>Health</b>: 1350 <b>Speed</b>: 15.6 m/s <b>Vision range</b>: 260
<b>Weapon</b>: 260 range 98.4 DPS (180 per shot 1.83 reload), LOS, 84 AOE
Gets a bit more of a <b>boost in weapon range</b> than the skirmish tanks, a <b>boost in speed</b>, and <b>more armour suited to its cost (+260%!)</b> Should be quite a useful unit now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGARP.jpg"></td><td>
<H3>GARPIKE</H3> - Light Amphibious Tank (Core Prime)
<b>Cost</b>: 122 metal (13.6 seconds) 1098 energy <b>Health</b>: 744 <b>Speed</b>: 21.5 m/s <b>Vision range</b>: 240 <b>Sonar</b>: 120
<b>Weapon</b>: 250 range 35.6 DPS (32 per shot 0.9 reload), LOS, 8 AOE
A quick, lightly armoured <b>amphibious tank</b> with a good range low damage laser. Almost as fast as an instigator.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORLAS.jpg"></td><td>
<H3>SHODAN</H3> - High-energy Laser Tank (Mayhem)
<b>Cost</b>: 240 metal (26.7 seconds) 2300 energy <b>Health</b>: 960 <b>Speed</b>: 13.2 m/s <b>Vision range</b>: 275
<b>Weapon</b>: 540 range 45 DPS (180 per shot 4 reload), LOS, 16 AOE
<b>HLT class laser</b> on a level 1 tank! It is able to fire only <b>once every 4 seconds</b>, however. A slow fragile tank, but the long range on that weapon could come in very useful.</td></tr></table>
</div></div>
<div class=cat><div class=arm><H2>ARM LVL1 AIRCRAFT</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCA.jpg"></td><td>
<H3>CONSTRUCTION AIRCRAFT</H3> - Build speed 3 metal/s
<b>Cost</b>: 231 metal (51.3 seconds) 5400 energy <b>Health</b>: 360 <b>Speed</b>: 82.8 m/s <b>Turnrate</b>: 132 <b>Vision range</b>: 280</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPEEP.jpg"></td><td>
<H3>PEEPER</H3> - Air Scout
<b>Cost</b>: 50 metal (11.1 seconds) 1475 energy <b>Health</b>: 160 <b>Speed</b>: 144 m/s <b>Turnrate</b>: 800 <b>Vision range</b>: 640 <b>Radar range</b>: 900
Has been given an <b>increase in sight range</b> to larger than most units in the game. It's particularly useful now as a spotting unit.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFIG.jpg"></td><td>
<H3>FREEDOM FIGHTER</H3> - Fighter
<b>Cost</b>: 149 metal (33.1 seconds) 3234 energy <b>Health</b>: 440 <b>Speed</b>: 120 m/s <b>Turnrate</b>: 512 <b>Vision range</b>: 420
<b>Weapon</b>: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE
s equipped a more effective missile and <b>better manueverability</b> for quickly intercepting bombers.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTHUND.jpg"></td><td>
<H3>THUNDER</H3> - Bomber
<b>Cost</b>: 190 metal (42.2 seconds) 5496 energy <b>Health</b>: 640 <b>Speed</b>: 108 m/s <b>Turnrate</b>: 356 <b>Vision range</b>: 400
<b>Weapon</b>: Bombs, dropped, 888.9 DPS (160 per bomb, 0.18 reload, 6 per run), 48 AOE
one of the few units in the game that is unchanged. Bombing raids will be more difficult now - Arm or Core - with improved Level 1 fighters and improved AA. A line bombing fix is in effect, but you'll find it doesn't change things much...</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35326&stc=1&d=1523314333"></td><td>
<H3>SPARROW</H3> - Strike Fighter
<b>Cost</b>: 174 metal (38.7 seconds) 4393 energy <b>Health</b>: 720 <b>Speed</b>: 117.6 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 400
<b>Weapon</b>: Missile, 440 range 45 DPS (180 per shot 4 reload), 48 AOE
A multirole fighter that can be used for quick airstrikes on light targets and also has some usefulness against other aircraft.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMATLAS.jpg"></td><td>
<H3>ATLAS</H3> - Air Transport
<b>Cost</b>: 118 metal (26.2 seconds) 2479 energy <b>Health</b>: 300 <b>Speed</b>: 84 m/s <b>Turnrate</b>: 128 <b>Vision range</b>: 295
Highly useful unit. Only change planned at this stage is preventing </td></tr></table>
</div><div class=core><H2>CORE LVL1 AIRCRAFT</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCA.jpg"></td><td>
<H3>CONSTRUCTION AIRCRAFT</H3> - Build speed 3 metal/s
<b>Cost</b>: 242 metal (53.8 seconds) 5125 energy <b>Health</b>: 380 <b>Speed</b>: 80.4 m/s <b>Turnrate</b>: 144 <b>Vision range</b>: 27242/10</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFINK.jpg"></td><td>
<H3>FINK</H3> - Air Scout
<b>Cost</b>: 45 metal (10 seconds) 1369 energy <b>Health</b>: 180 <b>Speed</b>: 132 m/s <b>Turnrate</b>: 700 <b>Vision range</b>: 620 <b>Radar range</b>: 960
Like the Arm Peeper this has been given a <b>substantial increase in sight range</b>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVENG.jpg"></td><td>
<H3>AVENGER</H3> - Fighter
<b>Cost</b>: 153 metal (34 seconds) 3181 energy <b>Health</b>: 546 <b>Speed</b>: 132 m/s <b>Turnrate</b>: 412 <b>Vision range</b>: 420
<b>Weapon</b>: Missile 560 range 84/14.7 DPS (252/44 per shot, 3 reload). 32 AOE
Core's Level 1 fighter has been given a <b>substantial boost in the turning rate</b> department, it should be a bit closer match to the Freedom Fighter now.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSHAD.jpg"></td><td>
<H3>SHADOW</H3> - Bomber
<b>Cost</b>: 186 metal (41.3 seconds) 5691 energy <b>Health</b>: 630 <b>Speed</b>: 96 m/s <b>Turnrate</b>: 335 <b>Vision range</b>: 400
<b>Weapon</b>: Bombs, dropped, 888.9 DPS (160 per bomb, 0.18 reload, 8 per run), 48 AOE
unchanged from OTA. AA and improved fighters will give the bomber a more of a challenge. A line bombing fix is in effect, but you'll find it doesn't change things much.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35327&stc=1&d=1523315576"></td><td>
<H3>MOSQUITO</H3> - Laser Fighter
<b>Cost</b>: 162 metal (36 seconds) 2841 energy <b>Health</b>: 840 <b>Speed</b>: 99.6 m/s <b>Turnrate</b>: 520 <b>Vision range</b>: 400
<b>Weapon</b>: 650/250 range 106.7/26.7 dps (128/32 per shot, 1.2 reload), 12 AOE
This is a tough little fighter, designed to shut down air raids very quickly, but not a great chaser with a fairly low top speed.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVALK.jpg"></td><td>
<H3>VALKYRIE</H3>
<b>Cost</b>: 128 metal (28.4 seconds) 2695 energy <b>Health</b>: 360 <b>Speed</b>: 84 m/s <b>Turnrate</b>: 145 <b>Vision range</b>: 290
- as with the Arm Atlas, unchanged from OTA. If you want a better air transport look for the level 2 unit...</td></tr></table></div></div>
<div class=cat><div class=arm><H2>ARM LVL1 SHIPS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCS.jpg"></td><td>
<H3>CONSTRUCTION SHIP</H3> - Build speed 7.5 metal/s
<b>Cost</b>: 255 metal (18.9 seconds) 2130 energy <b>Health</b>: 1105 <b>Speed</b>: 46.4 m/s <b>Turnrate</b>: 200 <b>Vision range</b>: 224</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMPT.jpg"></td><td>
<H3>SKEETER</H3> - Scout Ship
<b>Cost</b>: 125 metal (9.3 seconds) 1085 energy <b>Health</b>: 480 <b>Speed</b>: 40.8 m/s <b>Turnrate</b>: 410 <b>Vision range</b>: 320
<b>Weapon 1</b>: EMG 240 range 42.9 DPS (15 x2 per burst, 0.7 reload), 12 AOE
<b>Weapon 2</b>: AA missiles 655/444 range 62.5/13.5 dps (135/27 per shot, 1.5 reload), 32 AOE
The ever-useful scout ship is now fitted with an EMG. This is somewhat of a compensation for the <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">AA missiles getting an adjustment</a></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMROY.jpg"></td><td>
<H3>CRUSADER</H3> - Destroyer
<b>Cost</b>: 808 metal (59.9 seconds) 4537 energy <b>Health</b>: 2870 <b>Speed</b>: 34.8 m/s <b>Turnrate</b>: 151 <b>Vision range</b>: 320 <b>Sonar:</b> 320
<b>Weapon 1</b>: Cannon 660 range 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic
<b>Weapon 2</b>: Depth Charge 400 range 38.1 dps (80 per shot, 2.1 reload), 48 AOE, underwater, guided
The main ship of the tier 1 navy, it gets a 25% increase in turnrate (it really did turn slow before), a slight reduction in metal cost and reload time, and takes a bit longer to build. It's otherwise unchanged.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSUB.jpg"></td><td>
<H3>LURKER</H3> - Submarine
<b>Cost</b>: 691 metal (51.2 seconds) 3724 energy <b>Health</b>: 610 <b>Speed</b>: 25.2 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 150 <b>Sonar:</b> 455
<b>Weapon</b>: Torpedo 375 range 129.6 DPS (350 per shot, 2.7 reload), 24 AOE, underwater
the level 1 Sub gets a little bit more speed and manueverability.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTSHIP.jpg"></td><td>
<H3>HULK</H3> (UH) - Transport Ship
<b>Cost</b>: 552 metal (40.9 seconds) 4639 energy <b>Health</b>: 2500 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 250 <b>Transport Capacity</b>: 24
<b>Weapon</b>: Laser 475 range 138.5 DPS (90 per shot, 0.65 reload), 12 AOE
the Hulk got a lot less hulkish, with a big reduction in size. Its awkward and slow transport crane arm is gone, replaced with the ability to teleport units instantly to a distance better than the original. Also now equipped with a laser. Also<b> drops ALL units when told to unload</b>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMVANG.jpg"></td><td>
<H3>VANGUARD</H3> (Wormhole Productions or WP) - Rocket Frigate
<b>Cost</b>: 390 metal (28.9 seconds) 2736 energy <b>Health</b>: 1904 <b>Speed</b>: 37.2 m/s <b>Turnrate</b>: 360 <b>Vision range</b>: 300
<b>Weapon</b>: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE
- ship armed with heavy rockets, a kind-of rocko for the sea.</td></tr></table>
</div><div class=core><H2>CORE LVL1 SHIPS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCS.jpg"></td><td>
<H3>CONSTRUCTION SHIP</H3> - Build speed 7.5 metal/s
<b>Cost</b>: 260 metal (19.3 seconds) 2075 energy <b>Health</b>: 1150 <b>Speed</b>: 45.2 m/s <b>Turnrate</b>: 215 <b>Vision range</b>: 220</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPT.jpg"></td><td>
<H3>SEARCHER</H3> - Scout Ship
<b>Cost</b>: 120 metal (8.9 seconds) 1007 energy <b>Health</b>: 540 <b>Speed</b>: 38.4 m/s <b>Turnrate</b>: 419 <b>Vision range</b>: 310
<b>Weapon 1</b>: Laser 240 range 40 DPS (36 per shot, 0.9 reload), 8 AOE
<b>Weapon 2</b>: AA missiles 655/444 range 62.5/13.5 dps (135/27 per shot, 1.5 reload), 32 AOE
- the light scout boat gets laser weapons that are actually useful, on a turret that actually turns at a regular rate. This is somewhat of a compensation for the <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">AA missiles getting an adjustment</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORROY.jpg"></td><td>
<H3>ENFORCER</H3> - Destroyer
<b>Cost</b>: 798 metal (59.1 seconds) 4505 energy <b>Health</b>: 3150 <b>Speed</b>: 33.6 m/s <b>Turnrate</b>: 180 <b>Vision range</b>: 360 <b>Sonar:</b> 330
<b>Weapon 1</b>: Cannon 660 range 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic
<b>Weapon 2</b>: Depth Charge 400 range 38.1 dps (80 per shot, 2.1 reload), 48 AOE, underwater, guided
nothing is needed to adjust a cannon-and-depthcharge unit that is already highly useful.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSUB.jpg"></td><td>
<H3>SNAKE</H3> - Submarine
<b>Cost</b>: 719 metal (53.3 seconds) 3902 energy <b>Health</b>: 640 <b>Speed</b>: 24.6 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 150 <b>Sonar:</b> 440
<b>Weapon</b>: Torpedo 375 range 129.6 DPS (350 per shot, 2.7 reload), 24 AOE, underwater
the level 1 Sub gets a little bit more speed and manueverability.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTSHIP.jpg"></td><td>
<H3>ENVOY</H3> (UH) - Transport Ship
<b>Cost</b>: 599 metal (44.4 seconds) 4286 energy <b>Health</b>: 2750 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 270 <b>Vision range</b>: 250 <b>Transport Capacity</b>: 25
<b>Weapon</b>: Laser 475 range 138.5 DPS (90 per shot, 0.65 reload), 12 AOE
- like the Hulk, this transport ship has been shrunk, its crane removed and replaced with short-range teleportation (a bit better range than the crane arm, and instant) with auto-unload of all units. Plus a light laser for defense.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORVIKNG.jpg"></td><td>
<H3>VIKING</H3> (WP) - Rocket Frigate
<b>Cost</b>: 379 metal (28.1 seconds) 2598 energy <b>Health</b>: 2080 <b>Speed</b>: 36 m/s <b>Turnrate</b>: 375 <b>Vision range</b>: 290
<b>Weapon</b>: Rockets 510 range 162.5 DPS (130 per shot, 0.8 reload), 40 AOE
- A Storm for the sea, armed with heavy rockets.</td></tr></table>
</div></div><div class=cat><div class=arm><H2>ARM LVL1 Hovercraft</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRCH.jpg"></td><td>
<H3>CONSTRUCTION HOVERCRAFT</H3> - build speed 4.5 metal/s
<b>Cost</b>: 204 metal (22.7 seconds) 1963 energy <b>Health</b>: 605 <b>Speed</b>: 27.6 m/s <b>Turnrate</b>: 375 <b>Vision range</b>: 260
<b>Nanolathe</b>: 90 workertime (4.5 Metal/sec), 60 build range
This is a small highly mobile builder with the same build speed as the Construction Kbot. The original model is now Tier 2, the Advanced Construction Hovercraft.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSH.jpg"></td><td>
<H3>SKIMMER</H3> Scout Hovercraft
<b>Cost</b>: 115 metal (12.8 seconds) 1504 energy <b>Health</b>: 300 <b>Speed</b>: 48 m/s <b>Turnrate</b>: 510 <b>Vision range</b>: 295
<b>Weapon</b>: EMG 230 range, 51.2 DPS (15 x8 per burst, 2.35 reload), 12 AOE
Scout Hovercraft have been reduced to 2x2 footprint, increased in top speed, and increased in armour - although they are still very fragile and easily shredded by most other units. Skimmer now uses a shotgun-style weapon.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAH.jpg"></td><td>
<H3>SWATTER</H3> Anti-Air Hovercraft
<b>Cost</b>: 132 metal (14.7 seconds) 1937 energy <b>Health</b>: 448 <b>Speed</b>: 34.8 m/s <b>Turnrate</b>: 400 <b>Vision range</b>: 310
<b>Weapon</b>: 700/450 range 80/16 DPS (200/40 per shot, 3-shot salvo, average 2.5 reload), guided, 32 AOE
Small AA missile hovercraft with similar firepower to the Samson. Launches 3 missiles with 2 seconds delay between them, then 3.5 second delay before the next salvo.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMANAC.jpg"></td><td>
<H3>ANACONDA</H3> Hovertank
<b>Cost</b>: 238 metal (26.4 seconds) 2785 energy <b>Health</b>: 830 <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 335 <b>Vision range</b>: 270
<b>Weapon</b>: 395 range 43.9 DPS (158 per shot, 3.6 reload), ballistic, 40 AOE
Small light disposable hovertank that packs a good punch with a slow rate of fire.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTHOVR.jpg"></td><td>
<H3>BEAR</H3> Transport Hovercraft
<b>Cost</b>: 399 metal (44.3 seconds) 4969 energy <b>Health</b>: 1690 <b>Speed</b>: 31.2 m/s <b>Turnrate</b>: 256 <b>Vision range</b>: 320 <b>Transport Capacity</b>: 15
<b>Weapon</b>: Laser 400 range 112.5 DPS (90 per shot, 0.8 reload), 12 AOE
Same changes as per Transport ships: reduced in size, increased speed, transport crane removed and replaced with short-range teleport (including auto-unload) and a light laser.</td></tr></table>
</div><div class=core><H2>CORE LVL1 HOVERCRAFT</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRCH.jpg"></td><td>
<H3>CONSTRUCTION HOVERCRAFT</H3> - Build speed 4.5 metal/s
<b>Cost</b>: 210 metal (23.3 seconds) 1904 energy <b>Health</b>: 660 <b>Speed</b>: 26.4 m/s <b>Turnrate</b>: 390 <b>Vision range</b>: 250
<b>Nanolathe</b>: 90 workertime (4.5 Metal/sec), 60 build range
This is a small highly mobile builder with the same build speed as the Construction Kbot. The original model is now Tier 2, the Advanced Construction Hovercraft.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSH.jpg"></td><td>
<H3>SCRUBBER</H3> Scout Hovercraft
<b>Cost</b>: 104 metal (11.6 seconds) 1371 energy <b>Health</b>: 360 <b>Speed</b>: 44.4 m/s <b>Turnrate</b>: 540 <b>Vision range</b>: 280
<b>Weapon</b>: Laser 230 range, 48.5 DPS (80 per shot, 1.65 reload), 8 AOE
Scout Hovercraft have been reduced to 2x2 footprint (same as gators, Raiders and Levelers), increased in top speed, and increased in armour - although they are still very fragile.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORAH.jpg"></td><td>
<H3>SLINGER</H3> Anti-Air Hovercraft
<b>Cost</b>: 127 metal (14.1 seconds) 1885 energy <b>Health</b>: 465 <b>Speed</b>: 32.4 m/s <b>Turnrate</b>: 420 <b>Vision range</b>: 300
<b>Weapon</b>: 700/450 range 81.6/16.3 DPS (200/40 per shot, 2.45 reload), guided, 32 AOE
AA missile launcher with similar power to the Slasher.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSNAP.jpg"></td><td>
<H3>SNAPPER</H3> Hovertank
<b>Cost</b>: 224 metal (24.9 seconds) 2655 energy <b>Health</b>: 900 <b>Speed</b>: 28.8 m/s <b>Turnrate</b>: 320 <b>Vision range</b>: 260
<b>Weapon</b>: 380 range 45.4 DPS (127 per shot, 2.8 reload), ballistic, 48 AOE
In keeping with Core's approach the Snapper is tougher, cheaper and outguns Arm's Anaconda counterpart, but is a bit slower.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTHOVR.jpg"></td><td>
<H3>TURTLE</H3> Transport Hovercraft
<b>Cost</b>: 385 metal (42.7 seconds) 4771 energy <b>Health</b>: 1600 <b>Speed</b>: 32.4 m/s <b>Turnrate</b>: 280 <b>Vision range</b>: 300 <b>Transport Capacity</b>: 16
<b>Weapon</b>: Laser 400 range 112.5 DPS (90 per shot, 0.8 reload), 12 AOE
Same changes as per Transport ships: reduced in size, increased speed, transport crane removed and replaced with short-range teleport (including auto-unload) and a light laser.</td></tr></table>
</div></div><div class=cat><div class=arm><H2>ARM LVL1 DEFENSES</H2>
<table><tr><td colspan=2><b><H3>Buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMLLT.jpg"></td><td>
<H3>LLT</H3> - Light Laser Tower
<b>Cost</b>: 131 metal 1297 energy <b>Health</b>: 1500 <b>Vision range</b>: 380 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot
LLTs are worth building. <b>Half the cost, 25% more range, double the armor</b>. Also 50% increase in damage and reload time - largely for aesthetics. 0.6 second reload time seemed strange for a single laser when the HLTs sport 2 (or 3 for the Core version) with a slower reload. Plus side: if it gets in one shot, that shot counts for more. Minus side: "overkill" greater, potentially less metal left in wrecks for very light units. This isn't going to make much difference for most units though, only with units with a very low metal value in the first place.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMEMG.jpg"></td><td>
<H3>SUNSPOT</H3> - EMG Tower
<b>Cost</b>: 230 metal 2000 energy <b>Health</b>: 2180 <b>Vision range</b>: 420 <b>Footprint</b>: 3x3
<b>Weapon</b>: EMG, 500 range, 160 DPS (24 x4 per burst, 0.6 reload), 16 AOE
EMG tower is a point defence with good range and great damage output, but does not have the shot velocity to catch moving units that laser towers do. Buildable by Commander.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMEDPC.jpg"></td><td>
<H3>RADICAL</H3> - Short-range cannon
<b>Cost</b>: 454 metal 3363 energy <b>Health</b>: 3319 <b>Vision range</b>: 350 <b>Footprint</b>: 2x2
<b>Weapon</b>: Cannon, 660 range, 86.5 DPS (160 per shot, 1.85 reload), 48 AOE, ballistic
Light plasma battery. Has a Destroyer cannon mounted on sturdy fortification, just over half the range of a Guardian for 1/3 the cost. A handy unit for light bombardment, reinforcing defensive positions with about <b>25% more range than HLTs</b>. This is the longest-range defense that a Commander can build.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFURY.jpg"></td><td>
<H3>FURY</H3> - AA Laser
<b>Cost</b>: 99 metal 1125 energy <b>Health</b>: 924 <b>Vision range</b>: 450 <b>Footprint</b>: 2x2
<b>Weapon</b>: AA Laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 16 AOE
A commander-buildable AA-only laser emplacement. Poorer range than missiles, but better damage, is most useful as early AA, especially vs L1 gunships.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTL.jpg"></td><td>
<H3>TORPEDO LAUNCHER</H3>
<b>Cost</b>: 302 metal 2658 energy <b>Health</b>: 1750 <b>Vision range</b>: 350 <b>Footprint</b>: 2x2
<b>Weapon</b>: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, unguided
Basic sea defence made considerably more useful mainly by just being a lot cheaper. An anti-sub defence that is exposed to surface attack. Is still a fairly easy target to take out using a destroyer, rocket frigates outrange it too - barely.</td></tr>
<tr><td colspan=2><b><H3>Not buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRL.jpg"></td><td>
<H3>DEFENDER</H3> - AA Missile Launcher
<b>Cost</b>: 79 metal 843 energy <b>Health</b>: 350 <b>Vision range</b>: 450 <b>Footprint</b>: 3x3
<b>Weapon</b>: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE
Missile towers are unchanged from OTA... apart from <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMHLT.jpg"></td><td>
<H3>SENTINEL</H3> - Heavy Laser Tower
<b>Cost</b>: 534 metal 5098 energy <b>Health</b>: 3129 <b>Vision range</b>: 420 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 560 range, 214.3 DPS, (225 per shot, 1.05 reload), 16 AOE, 50 Energy per shot
<b>HLTs get 130% more armour and 35% more range</b>, along with a <b>small boost in weapon velocity and AOE</b> (as all lasers do). They remain the ultimate point defence.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMGUARD.jpg"></td><td>
<H3>GUARDIAN</H3> - Medium Artillery
<b>Cost</b>: 1460 metal 7987 energy <b>Health</b>: 5944 <b>Vision range</b>: 400 <b>Footprint</b>: 3x3
<b>Weapon</b>: Cannon, 1250 range, 144 DPS (360 per shot, 2.5 reload), 64 AOE, ballistic
Guardians have a small boost in damage output via a better reload, small increase in velocity, and a big boost in armour. They are tough fortifications for dominating a good area of a map.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35376&stc=1&d=1525732175"></td><td>
<H3>CENTURION</H3> - Rocket Battery
<b>Cost</b>: 790 metal 5148 energy <b>Health</b>: 3532 <b>Vision range</b>: 350 <b>Footprint</b>: 4x4
<b>Weapon</b>: Rockets, 900 range, 100 DPS (300 per shot, 3 reload), 48 AOE, guided
Useful all-purpose defence, launches tracking rockets equally effective vs air and ground.</td></tr>
<tr><td colspan=2><b><H3>Buildable only by Construction Ship, Hovercraft and Aircraft:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFRT.jpg"></td><td>
<H3>PATRIOT</H3> - Floating AA Missile Launcher
<b>Cost</b>: 91 metal 987 energy <b>Health</b>: 373 <b>Vision range</b>: 420 <b>Footprint</b>: 3x3
<b>Weapon</b>: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE
Floating missile turrets are now the same footprint size as their land counterparts, so they take up less room. They use the same <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMFHLT.jpg"></td><td>
<H3>STINGRAY</H3> - Floating Heavy Laser Tower
<b>Cost</b>: 524 metal 5296 energy <b>Health</b>: 2850 <b>Vision range</b>: 480 <b>Footprint</b>: 3x3
<b>Weapon</b>: Laser, 640 range, 245.5 DPS (270 per shot, 1.1 reload), 16 AOE, 60 Energy per shot
<b>The floating version of the heavy laser is more expensive, longer ranged, does a bit more damage, but is a bit more fragile.</td></tr></table>
</div><div class=core><H2>CORE LVL1 DEFENSES</H2>
<table><tr><td colspan=2><b><H3>Buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORLLT.jpg"></td><td>
<H3>LIGHT LASER TURRET</H3>
<b>Cost</b>: 124 metal 1204 energy <b>Health</b>: 1500 <b>Vision range</b>: 370 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 400 range, 100 DPS (90 per shot, 0.9 reload), 12 AOE, 10 Energy per shot
LLTs are worth building. <b>Half the cost, 25% more range, double the armor.</b>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMINE1.jpg"></td><td>
<H3>IMMOLATOR</H3>
<b>Cost</b>: 235 metal 2190 energy <b>Health</b>: 2384 <b>Vision range</b>: 400 <b>Footprint</b>: 3x3
<b>Weapon</b>: Riot cannon, 480 range, 133.3 DPS (180 per shot, 0.6 reload), 84 AOE - special damage vs light units: 200DPS to Jeffy, Weasel, Flea, Peewee, AK, Flash, Instigator, Helldiver, Garpike, Skimmer, Scrubber, Zipper, Freaker
Riot tower. Still most effective vs EMG units (Peewees, Flashes, Warriors, Blights, Helldivers), but much more effective vs other units now as well. Roughly half the OTA cost, and better range.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMPGUN.jpg"></td><td>
<H3>BLOCKER</H3>
<b>Cost</b>: 462 metal 2814 energy <b>Health</b>: 3450 <b>Vision range</b>: 350 <b>Footprint</b>: 2x2
<b>Weapon</b>: Cannon, 660 range, 84.1 DPS (185 per shot, 2.2 reload), 48 AOE, ballistic
Light plasma battery. <b>Just over half the range of a Punisher for 1/3 the cost</b>. A handy unit for light bombardment, reinforcing defensive positions with about <b>20% more range than HLTs</b>. This is the longest-range defense that a Commander can build.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSCYTHE.jpg"></td><td>
<H3>SCYTHE</H3>
<b>Cost</b>: 102 metal 1195 energy <b>Health</b>: 985 <b>Vision range</b>: 450 <b>Footprint</b>: 2x2
<b>Weapon</b>: AA Laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 16 AOE
A commander-buildable AA-only laser emplacement. Poorer range than missiles, but better damage, is most useful as early AA, especially vs L1 gunships.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTL.jpg"></td><td>
<H3>TORPEDO LAUNCHER</H3>
<b>Cost</b>: 316 metal 3058 energy <b>Health</b>: 1900 <b>Vision range</b>: 340 <b>Footprint</b>: 2x2
<b>Weapon</b>: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, unguided
Basic sea defence made considerably more useful mainly by just being a lot cheaper. An anti-sub defence that is exposed to surface attack. Is still a fairly easy target to take out using a destroyer, rocket frigates outrange it too - barely.</td></tr>
<tr><td colspan=2><b><H3>Not buildable by Commander:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRL.jpg"></td><td>
<H3>PULVERIZER</H3>
<b>Cost</b>: 76 metal 805 energy <b>Health</b>: 360 <b>Vision range</b>: 450 <b>Footprint</b>: 3x3
<b>Weapon</b>: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE
Missile towers are unchanged from OTA... apart from <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">the ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORHLT.jpg"></td><td>
<H3>GAAT GUN</H3>
<b>Cost</b>: 530 metal 5143 energy <b>Health</b>: 3336 <b>Vision range</b>: 400 <b>Footprint</b>: 2x2
<b>Weapon</b>: Laser, 540 range, 211.7 DPS (180 per shot, 0.85 reload), 16 AOE, 40 Energy per shot
<b>HLTs get 50% more armour and 25% more range</b>, along with a <b>small boost in weapon velocity and AOE</b> (as all lasers do). They remain the ultimate point defence.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPUN.jpg"></td><td>
<H3>PUNISHER</H3>
<b>Cost</b>: 1415 metal 7585 energy <b>Health</b>: 5796 <b>Vision range</b>: 360 <b>Footprint</b>: 3x3
<b>Weapon</b>: Cannon, 1200 range, 139 DPS (320 per shot, 2.3 reload), 85 AOE, ballistic
Punishers have a small boost in damage output via a better reload, small increase in velocity, and a big boost in armour. They are tough fortifications for dominating a good area of a map.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35377&stc=1&d=1525732183"></td><td>
<H3>BUREAUCRAT</H3>
<b>Cost</b>: 859 metal 4531 energy <b>Health</b>: 4285 <b>Vision range</b>: 360 <b>Footprint</b>: 4x4
<b>Weapon</b>: Rockets, 900 range, 100 DPS (480 per shot, 4.8 reload), 64 AOE, guided
A useful all-purpose defence, launches tracking rockets equally effective vs air and ground.</td></tr>
<tr><td colspan=2><b><H3>Buildable only by Construction Ship, Hovercraft and Aircraft:</H3></b></td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFRT.jpg"></td><td>
<H3>STINGER</H3> - Floating AA Missile Launcher
<b>Cost</b>: 92 metal 1054 energy <b>Health</b>: 432 <b>Vision range</b>: 400 <b>Footprint</b>: 3x3
<b>Weapon</b>: AA Missile, 700/450 range, 100/20 DPS (200/40 per shot, 2 reload), 32 AOE
Floating missile turrets are now the same footprint size as their land counterparts, so they take up less room. They use the same <a href="http://www.tauniverse.com/forum/showthread.php?t=38695">ultimate AA missile fix</a>.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORFHLT.jpg"></td><td>
<H3>THUNDERBOLT</H3> - Floating Heavy Laser Tower
<b>Cost</b>: 558 metal 5412 energy <b>Health</b>: 3110 <b>Vision range</b>: 470 <b>Footprint</b>: 3x3
<b>Weapon</b>: Laser, 640 range, 266.7 DPS (600 per shot, 2.25 reload), 16 AOE, 120 Energy per shot
<b>Core's floating heavy laser is very heavy - it does a large amount of damage with a slow reload</td></tr></table></div></div>
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<H1>TOTAL MAYHEM - Level 3 Units</H1>
<div class=cat>
<div class=arm>
<H2>ARM LVL3 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRAZ.jpg"></td><td>
<H3>RAZORBACK</H3> - Heavy Assault Kbot
<br><b>Cost</b>: 8810 metal (6 mins 7 secs) 70388 energy <b>Health</b>: 24,486 <b>Speed</b>: 1.6 <b>Vision range</b>: 540 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: Lasers, 420 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, 50 energy per shot (156E per second)<br>
<b>Weapon 2</b>: Disruptor, 650 range, 120+ DPS (600 per shot, 5 reload, noexplode), 48 AOE, LOS, 600 energy per shot<br>
Reasonably quick for a heavy unit with rapid-fire pulse lasers and a longer ranged disruptor cannon (shoots through everything) with a slow reload. Well armoured, lacking AA. Keep in mind that it takes about 276 energy per second to keep both weapons firing continuously.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35432&stc=1&d=1527632930"></td><td>
<H3>ZEPHYR</H3> - Experimental AA kbot
<br><b>Cost</b>: 3970 metal (2 mins 45 secs) 32189 energy <b>Health</b>: 8532 (shield reduces damage by 75% if operational) <b>Speed</b>: 1.2 <b>Vision range</b>: 800 <b>Radar range</b>: 2800 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: AA Missiles, 844 range, 400/80 DPS (560/112 per shot, 1.4 reload), 64 AOE, LOS, guided<br>
<b>Weapon 2</b>: air-only flakker, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS<br>
AA Spider with very rapid fire flakker and heavy AA missiles, and a shield that protects it very well. Once it's hit 12 times within 20 seconds though the shield is spent until it can recharge again. This means that it can sit out on its own and last a while unless faced with a concerted attack.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMWOLF.jpg"></td><td>
<H3>WOLF</H3> - Amphibious Sniper kbot
<br><b>Cost</b>: 7413 metal (5 mins 9 secs) 61245 energy <b>Health</b>: 7913 (13188 if closed) <b>Speed</b>: 1.15 <b>Vision range</b>: 950 <b>Radar range</b>: 1500 <b>Sonar range</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 192/38.4 DPS (365/73 per shot, 1.9 reload), 48 AOE, LOS, guided<br>
<b>Weapon 3</b>: torpedo, 500 range, 153.8 DPS (400 per shot, 2.6 reload), 32 AOE, LOS, underwater only<br>
Giant Fido with an annihilator on its back and fairly light AA missiles. The Annihilator folds up when not in use and the unit gets tougher - it's not very tough in general though, meant as a support unit to snipe units. It is amphibious and armed with torpedos when underwater.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSHIVA.jpg"></td><td>
<H3>SHIVA</H3> - Mobile Long range rapid-fire plasma cannon
<br><b>Cost</b>: 21126 metal (14 mins 40 secs) 215510 energy <b>Health</b>: 9750 <b>Speed</b>: 0.95 <b>Vision range</b>: 480 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: Cannon, 2960 range, 1920 DPS (960 per shot, 0.5 reload), 96 AOE, ballistic, 1200 energy per shot (2400E per second)<br>
<b>Weapon 2</b>: AA Missiles, 750 range, 313.3/62.7 DPS (235/47 per shot, 0.75 reload), 32 AOE, LOS, guided<br>
Big bad mobile vulcan! Expensive, fragile, has AA missile turret that isn't very powerful. Keep it back from the front lines and let it chew up the enemy from a distance. It is equipped with radar equal in range to the main weapon, which can come in handy.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDRAKE.jpg"></td><td>
<H3>DRAKE</H3> - Experimental Assault Kbot
<br><b>Cost</b>: 25080 metal (17 mins 25 secs) 303300 energy <b>Health</b>: 72000 <b>Speed</b>: 1.5 <b>Vision range</b>: 640 <b>Sonar range</b>: 500 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: burst weapon, 950 range, 800 DPS (300 x8 per burst, 3 reload), 48 AOE, LOS, 900 energy per burst<br>
<b>Weapon 2</b>: disruptor miniguns, 480 range, 270+ DPS (108 per shot, 0.4 reload, noexplode), 40 AOE, LOS<br>
<b>Weapon 3</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
Arm's answer to the Core Krogoth. Main weapon is a burst-fire blue laser that can take out several enemies at once (the first part of the beam destroys one unit, the rest carries on and hits any other unit behind it). Has rapid-fire shorter range disruptor miniguns that fire through everything, and rapid-fire AA rockets that can also target ground units.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 KBOTS</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORKETZ.jpg"></td><td>
<H3>KETZER</H3> - Heavy Riot Kbot
<br><b>Cost</b>: 8415 metal (5 mins 51 secs) 65724 energy <b>Health</b>: 27860 <b>Speed</b>: 1.35 <b>Vision range</b>: 500 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: riot cannons, 440 range, 675 DPS (270 per shot, 0.4 reload), 64 AOE, LOS<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided<br>
Super heavy riot kbot that gives Arm a headache. Counter of sorts to the Razorback, as expected heavier and slower. Secondary weapon is heavy tracking rockets that work as both AA and anti-ground. A big difference with the Ketzer is unlike the Razorback it does not require extra energy to fire either of its weapon systems.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35433&stc=1&d=1527632934"></td><td>
<H3>JUPITER</H3> - Experimental AA Kbot
<br><b>Cost</b>: 4434 metal (3 mins 5 secs) 30731 energy <b>Health</b>: 16562 <b>Speed</b>: 0.88 <b>Vision range</b>: 780 <b>Radar range</b>: 3000 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: air-only laser, 750 range, 1400 DPS (560 per shot, 0.4 reload), 24 AOE, LOS, 60 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 600/120 DPS (420/84 per shot, 0.7 reload), 48 AOE, v-launch, guided<br>
It looks a lot like the Sumo's big brother, but the Jupiter serves as anti-air. 4 rocket launchers and a heavy anti-air laser will bring down all Arm's birds. Slow but not as slow as a Sumo, and very heavily armoured.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORGORG.jpg"></td><td>
<H3>SIMIAN</H3> - Heavy Assault kbot
<br><b>Cost</b>: 6769 metal (4 mins 42 secs) 52799 energy <b>Health</b>: 33952 <b>Speed</b>: 0.64 <b>Vision range</b>: 500 <b>Radar range</b>: 3000 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120 energy per shot<br>
<b>Weapon 2</b>: laser, 920 range, 200 DPS (800 per shot, 4 reload), 16 AOE, LOS, 240 energy per shot<br>
This hulking beast is just moving armour. It has two energy weapons so it's sort of a doomsday-lite... but it's mostly about the heavy armour, which considering its relativey cheap cost is very heavy.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORDEFIL.jpg"></td><td>
<H3>DEFILER</H3> - Mobile Long-range rapid-fire plasma cannon
<br><b>Cost</b>: 22900 metal (15 mins 54 secs) 230000 energy <b>Health</b>: 10600 <b>Speed</b>: 0.87 <b>Vision range</b>: 500 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: Cannon, 3200 range, 1828.6 DPS (1280 per shot, 0.7 reload), 120 AOE, ballistic, 1600 energy per shot (2285E per second)<br>
<b>Weapon 2</b>: AA Missiles, 750 range, 197.6/39.5 DPS (405/81 per shot, 2.05 reload), 48 AOE, LOS, guided<br>
Buzzsaw on some very big legs. Long-distance rain of destruction. Secondary weapon is a relatively light AA missile launcher. Not well armoured, not fast, just very deadly.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORKROG.jpg"></td><td>
<H3>KROGOTH</H3> - Experimental Kbot
<br><b>Cost</b>: 29489 metal (20 mins 29 secs) 366666 energy <b>Health</b>: 99336 <b>Speed</b>: 1.18 <b>Vision range</b>: 700 <b>Sonar range</b>: 600 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: BLOD, 1120 range, 1000 DPS (3200 per shot, 3.2 reload), 24 AOE, LOS, 1500 energy per shot<br>
<b>Weapon 2</b>: disruptors, 540 range, 350+ DPS (420 per shot, 1.2 reload, noexplode), 32 AOE, LOS<br>
<b>Weapon 3</b>: AA Missiles, 920 range, 665.4/133.1 DPS (865/173 per shot, 1.3 reload), 80 AOE, v-launch, guided<br>
The star of Core's show, the Krogoth is much bigger than in OTA, and much badder. Its arm guns shoot through everything. Its blue laser range is very long, and its rockets shred aircraft. It's also faster, and amphibious, and nearly triple the armour of OTA. It also heals itself. It can take a long time to take one of these down.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat>
<div class=arm>
<h2>ARM LVL3 TANKS</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35485&stc=1&d=1529355447"></td><td>
<H3>FABRICATOR</H3> - Tech level 3, builds at 24 metal/s
<br><b>Cost</b>: 2489 metal (1 min 44 secs) 23534 energy <b>Health</b>: 4769 <b>Speed</b>: 1.8 <b>Turnrate</b>: 249 <b>Vision range</b>: 330 <b>Radar range</b>: 540 <b>Sonar range</b>: 540 <b>Cloak cost</b>: 240/720 when moving, 160 minimum distance <b>Footprint size</b>: 3x3<br>
Arm's fastest land builder can also move quite quickly, and can cloak for covert movement between build sites.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMORCA.jpg"></td><td>
<H3>ORCA</H3> - Heavy Amphibious Tank
<br><b>Cost</b>: 3780 metal (2 mins 38 secs) 27000 energy <b>Health</b>: 10752 <b>Speed</b>: 1.9 <b>Turnrate</b>: 240 <b>Vision range</b>: 450 <b>Sonar range</b>: 400 <b>Footprint size</b>: 3x3 <br>
<b>Weapon 1</b>: cannon, 1148 range, 200 DPS (560 per shot, 2.8 reload), 108 AOE, ballistic<br>
<b>Weapon 2</b>: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided<br>
The Orca is Arm's cheapest L3 land unit... but it's not just a land unit. On land it's a mobile Ambusher and a quick one at that, underwater it serves as a basic sub with torpedos. </td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35434&stc=1&d=1527720967"></td><td>
<H3>IMPALA</H3> - Stealth Disruptor Tank
<br><b>Cost</b>: 6000 metal (4 mins 10 secs) 64000 energy <b>Health</b>: 15600 <b>Speed</b>: 1.75 <b>Turnrate</b>: 294 <b>Vision range</b>: 640 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: disruptor, 1025 range, 200+ DPS (360+ per shot, 1.8 reload, noexplode), 16 AOE, LOS<br>
A fast tank meant to get in and deal damage unseen and undetected.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTIGER.jpg"></td><td>
<H3>TIGER</H3> - Very heavy assault tank
<br><b>Cost</b>: 9444 metal (6 mins 34 secs) 82840 energy <b>Health</b>: 29634 <b>Speed</b>: 1.6 <b>Turnrate</b>: 240 <b>Vision range</b>: 600 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst<br>
<b>Weapon 2</b>: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst<br>
<b>Weapon 3</b>: air-only flak, 700 range, 500 DPS (200 per shot, 0.4 reload), 88 AOE, LOS<br>
Do not bother the Tiger. It has two massive spread-fire lightning turrets, and also serves as effective AA with its rapid-fire flak turret. Very tough, and fairly quick although not very manueverable.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMG2.jpg"></td><td>
<H3>G2</H3> - Rapid-fire artillery tank
<br><b>Cost</b>: 12264 metal (8 mins 31 secs) 113530 energy <b>Health</b>: 25950 <b>Speed</b>: 1.3 <b>Turnrate</b>: 192 <b>Vision range</b>: 500 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: cannon, 1300 range, 606 DPS (194 per shot, 0.32 reload), 80 AOE, ballistic<br>
<b>Weapon 2</b>: gauss, 640 range, 525 DPS (420 per shot, 0.8 reload), 20 AOE, LOS<br>
The epitome of "moar dakka". The most rapid-fire ballistic weapon in the game. About equal to the range of a Guardian or Punisher, less than its Core counterpart the Smasher, but such massive damage output. To top it off (literally), a pair of high-output gauss cannons for closer-range defence.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSCUDD.jpg"></td><td>
<H3>SCUDD</H3> - Mobile tactical nuke launcher
<br><b>Cost</b>: 6287 metal (4 mins 22 secs) 75764 energy <b>Health</b>: 4800 (7680 when closed and not firing) <b>Speed</b>: 1.1 <b>Turnrate</b>: 232 <b>Vision range</b>: 400 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: rocket, 3100 range, 160 DPS (2400 per shot, 15 reload), 512 AOE, v-launch, 6000 energy per shot<br>
Mobile tactical nuke launcher. Think of this as a giant Merl with 2/3 the range of a bertha with missiles that explode with the strength of a crawling bomb. Be aware that firing a rocket is a significant energy cost and you'll need sufficient storage.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMMF.jpg"></td><td>
<H3>MOFO</H3> - Mobile Fortress
<br><b>Cost</b>: 15600 metal (10 minutes 50 seconds) 205000 energy <b>Health</b>: 54500 <b>Speed</b>: 1.25 <b>Turnrate</b>: 175 <b>Vision range</b>: 750 <b>Radar range</b>: 2100 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: cannon, 2240 range, 301.9 DPS (800 per shot, 2.65 reload), 80 AOE, ballistic, 800 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
<b>Weapon 3</b>: rockets, 900 range, 908 DPS (420 per shot, salvo of 8 every 3.7 seconds), 48 AOE, v-launch, guided<br>
A mobile mini-bertha with a massive rocket battery that launches both ground-to-ground rockets and ground-to-air. Very tough. Less range and much slower firing rate than the Shiva, but can take a massive beating - and deal one out too.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 TANKS</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35486&stc=1&d=1529355455"></td><td>
<H3>CUSTODIAN</H3> - Tech level 3, builds at 24 metal/s
<br><b>Cost</b>: 2406 metal (1 min 40 secs) 23510 energy <b>Health</b>: 4951 <b>Speed</b>: 1.65 <b>Turnrate</b>: 235 <b>Vision range</b>: 320 <b>Radar range</b>: 540 <b>Sonar range</b>: 540 <b>Radar jamming range</b>: 450<b>Footprint size</b>: 3x3</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPROTEUS.jpg"></td><td>
<H3>PROTEUS</H3> - Heavy Amphibious Tank
<br><b>Cost</b>: 3650 metal (2 mins 32 secs) 25100 energy <b>Health</b>: 11700 <b>Speed</b>: 1.7 <b>Turnrate</b>: 250 <b>Vision range</b>: 450 <b>Sonar range</b>: 400 <b>Footprint size</b>: 3x3 <br>
<b>Weapon 1</b>: cannon, 950 range, 255 DPS (360 per shot, 2.825 reload per 2-shot salvo), 120 AOE, LOS<br>
<b>Weapon 2</b>: torpedos, 600 range, 156.5 DPS (360 per shot, 2.3 reload), 64 AOE, underwater, guided<br>
A quick and heavy riot tank that can go underwater and launch torpedos as well.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35435&stc=1&d=1527720972"></td><td>
<H3>WAR MACHINE</H3> - Mobile Energy Weapon
<br><b>Cost</b>: 7750 metal (5 mins 23 secs) 63500 energy <b>Health</b>: 11500 (23000 if closed) <b>Speed</b>: 0.95 <b>Turnrate</b>: 192 <b>Vision range</b>: 800 <b>Radar range</b>: 1300 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: beam weapon, 1250 range, 1000 DPS (3600 per shot, 3.6 reload), 24 AOE, LOS, 1250 energy per shot<br>
<b>Weapon 2</b>: lasers, 880 range, 307.7 DPS (320 per shot, 1.04 reload), 16 AOE, LOS, 100 energy per shot<br>
<b>Weapon 3</b>: laser. 475 range, 138.5 DPS (90 per shot, 0.65 reload) 12 AOE, LOS, 12 energy per shot<br>
Mobile Doomsday Machine. Questions?</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRATTLE.jpg"></td><td>
<H3>RATTLESNAKE</H3> - Very heavy rapid-fire laser tank
<br><b>Cost</b>: 9781 metal (6 mins 48 secs) 76482 energy <b>Health</b>: 31848 <b>Speed</b>: 1.4 <b>Turnrate</b>: 265 <b>Vision range</b>: 600 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: laser, 750 range, 771 DPS (270 per shot, 0.35 reload), 24 AOE, LOS, 75 energy per shot (225E per sec)<br>
<b>Weapon 2</b>: rockets, 920 range, 192 DPS (480 per shot, 2.5 reload), 64 AOE, v-launch, guided<br>
15 barrel laser. Need I say more? A tough slab of moving armour with very rapid-fire main weapon and a rocket launcher to boot.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORREX.jpg"></td><td>
<H3>SMASHER</H3> - Super-heavy siege tank
<br><b>Cost</b>: 12092 metal (8 mins 24 secs) 106236 energy <b>Health</b>: 28341 <b>Speed</b>: 1.15 <b>Turnrate</b>: 180 <b>Vision range</b>: 520 <b>Footprint size</b>: 4x4
<b>Weapon 1</b>: cannon, 1560 range, 492.1 DPS (310 per shot, 0.63 reload), 80 AOE, ballistic<br>
<b>Weapon 2</b>: riot cannon, 666 range, 416.3 DPS (666 per shot, 1.6 reload), 192 AOE, LOS<br>
The Smasher is basically a land battleship. Well, it doesn't have the Warlord's lasers but it packs nearly twice the wallop of the artillery cannons into one turret. Doesn't match the firepower of the G2 but has 30% more range. It's a bit more expensive than the G2, but much tougher. The massive riot cannon on top will take out quite a few units at once, with a single shot. Wait till you see the size of the explosion... </td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORPREC.jpg"></td><td>
<H3>PRECLUDER</H3> - Mobile tactical nuke launcher
<br><b>Cost</b>: 6784 metal (4 mins 43 secs) 81763 energy <b>Health</b>: 5525 (8840 when closed and not firing) <b>Speed</b>: 1 <b>Turnrate</b>: 210 <b>Vision range</b>: 420 <b>Footprint size</b>: 4x4 <br>
<b>Weapon 1</b>: rocket, 3000 range, 177.8 DPS (3200 per shot, 18 reload), 560 AOE, v-launch, 8000 energy per shot<br>
Tactical nuke launcher. Does not need to stockpile, just costs a bit of energy to fire (ensure you have enough storage). Has a range about 2/3 that of the Intimidator.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORMF.jpg"></td><td>
<H3>HARBINGER</H3> - Mobile Fortress
<br><b>Cost</b>: 16800 metal (11 minutes 40 seconds) 192000 energy <b>Health</b>: 60000 <b>Speed</b>: 1.08 <b>Turnrate</b>: 160 <b>Vision range</b>: 700 <b>Radar range</b>: 2200 <b>Footprint size</b>: 5x5 <br>
<b>Weapon 1</b>: cannon, 2400 range, 291.7 DPS (700 per shot, 2.4 reload), 96 AOE, ballistic, 700 energy per shot<br>
<b>Weapon 2</b>: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 per second) <br>
<b>Weapon 3</b>: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, LOS, guided<br>
Core's larger land battleship has impressive range on the main gun, dual battleship lasers (as seen on the Retribution L3 battleship), and rapid-fire AA missiles. Extremely tough.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 HOVERCRAFT</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35487&stc=1&d=1529364496"></td><td>
<H3>BEAVER</H3> - Tech level 3, builds at 18 metal/s<br>
<br><b>Cost</b>: 2296 metal (1 min 40 secs) 29370 energy <b>Health</b>: 2823 <b>Speed</b>: 2.65 <b>Turnrate</b>: 235 <b>Vision range</b>: 400 <b>Footprint size</b>: 3x3 <br>
<b>Weapon 3</b>: AA Missiles, 850 range, 280/49 DPS (560/98 per shot, 2 reload), 64 AOE, v-launch, guided<br>
Arm's Tech 3 builder hovercraft. Not equipped with sensor arrays, jamming or cloaking, but does have a handy set of missile launchers for light defence.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35438&stc=1&d=1527738472"></td><td>
<H3>TEMPEST</H3> - Heavy assault hovertank
<br><b>Cost</b>: 4450 metal (3 mins 5 secs) 48000 energy <b>Health</b>: 11350 <b>Speed</b>: 2.6 <b>Vision range</b>: 500 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: burst lightning, 620 range, 400 DPS (240 x5 per burst, 3 reload), 24 AOE, LOS, 240E per burst<br>
<b>Weapon 2</b>: gauss, 420 range, 400 DPS (320 per shot, 0.8 reload), 20 AOE, LOS<br>
The Tempest is meant to get in fast and deal large amounts of damage quickly, cause chaos and... mayhem.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35439&stc=1&d=1527738487"></td><td>
<H3>JACKHAMMER</H3> - Heavy rocket hovertank
<br><b>Cost</b>: 4740 metal (3 mins 28 secs) 40834 energy <b>Health</b>: 8650 <b>Speed</b>: 2.3 <b>Vision range</b>: 600 <b>Footprint size</b>: 3x3<br>
<b>Weapon</b>: rockets, 950 range, 330 DPS (330 per shot, 1 reload), 80 AOE, v-launch, guided<br>
Thumping rockets to pound you into submission.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35440&stc=1&d=1527738506"></td><td>
<H3>LONG TOM</H3> - Energy Weapon hovercraft
<br><b>Cost</b>: 7048 metal (5 mins 2 secs) 72152 energy <b>Health</b>: 7029 <b>Speed</b>: 2.5 <b>Vision range</b>: 480 <b>Footprint size</b>: 3x3<br>
<b>Weapon</b>: BLOD, 1500 range, 1250 DPS (5000 per shot, 4 reload), 24 AOE, LOS, 2000 energy per shot<br>
An annihilator on a hovercraft, whatever next! This is a very mobile Annihilator, but fairly fragile for the price. So look after it.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35444&stc=1&d=1527738898"></td><td>
<H3>BIG JOHN</H3> - Heavy Artillery hovercraft
<br><b>Cost</b>: 6024 metal (4 mins 11 secs) 74475 energy <b>Health</b>: 7620 <b>Speed</b>: 2.1 <b>Vision range</b>: 421 <b>Footprint size</b>: 4x4<br>
<b>Weapon</b>: cannon, 2240 range, 250 DPS (800 per shot, 3.2 reload), 80 AOE, ballistic, 800 energy per shot<br>
A relatively low-cost way to get some good range on an opponent.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35445&stc=1&d=1527738898"></td><td>
<H3>SAMURAI</H3> - Dreadnaught hovertank
<br><b>Cost</b>: 19468 metal (13 mins 31 secs) 208324 energy <b>Health</b>: 36720 <b>Speed</b>: 2.3 <b>Vision range</b>: 640 <b>Radar range</b>: 1080 <b>Sonar Range</b>: 640 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS<br>
<b>Weapon 2</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
<b>Weapon 2</b>: torpedos, 600 range, 400 DPS (360 per shot, 0.9 reload), 64 AOE, underwater, guided<br>
The top Hovercraft in Arm's arsenal is not a direct match for the heaviest land behemoths, it's definitely not nearly as tough, but it sure can pour out the damage - at great range - and it's one of the few units that can defend itself from both sea and air.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 HOVERCRAFT</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35488&stc=1&d=1529364496"></td><td>
<H3>EMISSARY</H3> - Tech level 3, builds at 18 metal/s
<br><b>Cost</b>: 2296 metal (1 min 40 secs) 29370 energy <b>Health</b>: 2823 <b>Speed</b>: 2.65 <b>Turnrate</b>: 235 <b>Vision range</b>: 400 <b>Footprint size</b>: 3x3<br>
Core's Tech 3 builder hovercraft. Not equipped with sensor arrays, jamming or cloaking, but does have a handy set of missile launchers for light defence.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35441&stc=1&d=1527738512"></td><td>
<H3>FIRE DEVIL</H3> - Heavy Laser hovertank
<br><b>Cost</b>: 3942 metal (2 mins 44 secs) 39134 energy <b>Health</b>: 13100 <b>Speed</b>: 2.4 <b>Vision range</b>: 480 <b>Footprint size</b>: 3x3<br>
<b>Weapon 1</b>: laser, 640 range, 500 DPS (600 per shot, 1.2 reload), 16 AOE, LOS, 120E per shot<br>
Outlining the contrast between the two factions, this is the slower, more durable, more precise surgical instrument of the Core.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35442&stc=1&d=1527738520"></td><td>
<H3>BERSERKER</H3> - Heavy rocket strike hovercraft
<br><b>Cost</b>: 5135 metal (3 mins 55 secs) 48159 energy <b>Health</b>: 9225 <b>Speed</b>: 2.1 <b>Vision range</b>: 542 <b>Footprint size</b>: 3x3<br>
<b>Weapon</b>: rockets, 1050 range, 370.4 DPS (250 per shot, salvo of 4 every 2.7 secs), 96 AOE, v-launch, guided<br>
The Berserker blasts 4 rockets almost all at once at a target with disturbing accuracy. Chase down moving targets and hit them every time.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35443&stc=1&d=1527738524"></td><td>
<H3>ADONIS</H3> - Disruptor hovertank
<br><b>Cost</b>: 8700 metal (6 mins 3 secs) 81000 energy <b>Health</b>: 10800 <b>Speed</b>: 2.2 <b>Vision range</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: disruptor, 1300 range, 200+ DPS (720+ per shot, 3.6 reload, noexplode), 64 AOE, LOS, 1200 energy per shot<br>
<b>Weapon 2</b>: AA Missiles, 920 range, 360/72 DPS (865/173 per shot, 2.4 reload), 80 AOE, v-launch, guided<br>
The Adonis does not care, it blasts through anything.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35446&stc=1&d=1527738898"></td><td>
<H3>TORMENTOR</H3> - Heavy Artillery hovercraft
<br><b>Cost</b>: 6432 metal (4 mins 28 secs) 77046 energy <b>Health</b>: 7230 <b>Speed</b>: 2 <b>Vision range</b>: 401 <b>Footprint size</b>: 4x4<br>
<b>Weapon</b>cannon, 2400 range, 259 DPS (700 per shot, 2.7 reload), 96 AOE, ballistic, 700 energy per shot<br>
A relatively low-cost way to get some good range on an opponent.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35447&stc=1&d=1527738898"></td><td>
<H3>BROADSWORD</H3> - Super-heavy Hovertank
<br><b>Cost</b>: 21070 metal (14 mins 38 secs) 192674 energy <b>Health</b>: 41175 <b>Speed</b>: 2.1 <b>Vision range</b>: 610 <b>Sonar Range</b>: 610 <b>Footprint size</b>: 5x5<br>
<b>Weapon 1</b>: BLOD, 1120 range, 1043 DPS (3200 per shot, 3 shots every 9.2 seconds), 24 AOE, LOS, 1500 energy per shot<br>
<b>Weapon 2</b>: rockets, 750 range, 545/164 DPS (800/240 per shot, 3 shots every 4.4 seconds), 64 AOE, LOS, guided<br>
<b>Weapon 3</b>: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided<br>
Core's ultimate hovercraft weapon, outranges Arm's counterpart the Samurai and as you'd expect from Core, it's slower and much tougher.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 NAVY</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35496&stc=1&d=1529374257"></td><td>
<H3>AMPHIBIOUS CONSTRUCTION SUB</H3> - Tech level 3, builds at 27 metal/s
<br><b>Cost</b>: 3096 metal (1 min 40 secs) 27068 energy <b>Health</b>: 3720 <b>Speed</b>: 2.15 <b>Turnrate</b>: 256 <b>Vision range</b>: 320 <b>Radar range</b>: 512 <b>Sonar range</b>: 512 <b>Footprint size</b>: 4x4 <br>
A go-everywhere builder, the highest build rate in the game, and disguises itself as a tier 1 Construction Vehicle when out of the water.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMBC.jpg"></td><td>
<H3>INVINCIBLE</H3> - Battlecruiser
<br><b>Cost</b>: 10301 metal (4 mins 46 secs) 61978 energy <b>Health</b>: 40600 <b>Speed</b>: 2.5 <b>Turnrate</b>: 108 <b>Vision range</b>: 750 <b>Sonar range</b>: 700 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: gauss, 1050 range, 1144 DPS (420 per shot, 0.367 reload), 32 AOE, LOS<br>
<b>Weapon 2</b>: rockets, 1500 range, 200 DPS (1000 per shot, 5 reload), 72 AOE, v-launch, guided<br>
<b>Weapon 3</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
Tier 3 ships are not quite like other tier 3. They start at the top. This is a sort of do-everything ship on steroids. Point defence, massive hit-anything guided rockets equally useful for shore bombardment and anti-air, rapid-fire antisub, and kilotons of armour for a good price.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMAEON.jpg"></td><td>
<H3>AEON</H3> - Heavy Battleship
<br><b>Cost</b>: 12527 metal (5 mins 48 secs) 74316 energy <b>Health</b>: 30740 <b>Speed</b>: 2.4 <b>Turnrate</b>: 72 <b>Vision range</b>: 640 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: cannon, 2240 range, 500 DPS (800 per shot, salvo of 3 every 4.8 seconds), 80 AOE, ballistic, 800 energy per shot (or 500 energy per second)<br>
<b>Weapon 2</b>: cannon, 1600 range, 500 DPS (260 per shot, 0.52 reload), 64 AOE, ballistic<br>
A heavy bombardment ship. Note this is about to get a bit heavier with an upcoming model update that will add secondary point defence as well. For now, it's just a pair of cannon turrets with a mere 1000 DPS... is that all? lol.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMACAR.jpg"></td><td>
<H3>LONGREACH</H3> - Heavy Aircraft Carrier
<br><b>Cost</b>: 7020 metal (3 mins 15 secs) 73507 energy <b>Health</b>: 12000 <b>Speed</b>: 2 <b>Turnrate</b>: 64 <b>Vision range</b>: 900 <b>Radar range</b>: 3860 <b>Sonar range</b>: 900 <b>Energy production</b>: 700 <b>Energy storage</b>: 2000 <b>Footprint size</b>: 11x11<br>
<b>Weapon 1</b>: antinuke, stockpile, 2000 coverage range<br>
<b>Weapon 2</b>: AA Missiles, 850 range, 608.7/106.5 DPS (560/98 per shot, 0.92 reload), 64 AOE, v-launch, guided<br>
Mobile support base. 4 air repair pads, long-range radar, sonar, sight range, energy production and storage, antinukes and anti-air all in one big ship.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35459&stc=1&d=1528763253"></td><td>
<H3>POSEIDON</H3> - Capital Sub
<br><b>Cost</b>: 17850 metal (8 mins 16 secs) 56001 energy <b>Health</b>: 30400 <b>Speed</b>: 2.4 <b>Turnrate</b>: 80 <b>Vision range</b>: 640 <b>Sonar range</b>: 1800 <b>Energy production</b>: 380 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: torpedos, 920 range, 450 DPS (1801 per shot, 4 reload), 80 AOE, underwater, guided<br>
<b>Weapon 2</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
<b>Weapon 3</b>: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided<br>
Undersea dominance, a bit of extra energy production, and useful underwater sonar.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMCAPS.jpg"></td><td>
<H3>PROPHET</H3> - Capital Ship
<br><b>Cost</b>: 45720 metal (21 mins 10 secs) 576494 energy <b>Health</b>: 63545 <b>Speed</b>: 2.2 <b>Turnrate</b>: 50 <b>Vision range</b>: 860 <b>Radar range</b>: 2400 <b>Sonar range</b>: 500 <b>Energy production</b>: 200 <b>Energy storage</b>: 2000 <b>Footprint size</b>: 11x11 <br>
<b>Weapon 1</b>: cannons, 2960 range, 1124.4 DPS (960 per shot, salvo of 8 every 6.8 seconds), 88 AOE, ballistic, 1200 energy per shot (or 1412 energy per second)<br>
<b>Weapon 2</b>: disruptors, 1025 range, 900+ DPS (360+ per shot, 0.4 reload, noexplode), 16 AOE, LOS<br>
<b>Weapon 3</b>: air-only flakkers, 800 range, 1200 DPS (360 per shot, 0.3 reload), 104 AOE, LOS<br>
The most expensive Arm mobile unit, and worth it. Each of its 3 weapons systems delivers ridiculous amounts of damage, at range. Also provides radar, sonar and energy prodction (albeit not nearly as much as the Longreach), energy storage, and is very tough - not that tough for the cost though, battlecruisers are much better value armour. A minor compromise for the epic range and damage capability this thing has.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 NAVY</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35497&stc=1&d=1529374263"></td><td>
<H3>WALKING CONSTRUCTION SHIP</H3> - Tech level 3, builds at 27 metal/s
<br><b>Cost</b>: 3190 metal (1 min 40 secs) 25911 energy <b>Health</b>: 4870 <b>Speed</b>: 1.45 <b>Turnrate</b>: 192 <b>Vision range</b>: 320 <b>Radar range</b>: 560 <b>Sonar range</b>: 560 <b>Footprint size</b>: 4x4 <br>
A go-everywhere builder, the highest build rate in the game, floats on water and walks on land.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORBC.jpg"></td><td>
<H3>EXCELSIOR</H3> - Battlecruiser
<br><b>Cost</b>: 10956 metal (5 mins 4 secs) 57684 energy <b>Health</b>: 44490 <b>Speed</b>: 2.3 <b>Turnrate</b>: 120 <b>Vision range</b>: 700 <b>Sonar range</b>: 700 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: riot cannon, 950 range, 1028.6 DPS (360 per shot, 0.35 reload), 108 AOE, LOS<br>
<b>Weapon 2</b>: disruptor, 1300 range, 160+ DPS (720+ per shot, 4.5 reload, noexplode), 64 AOE, LOS, 1200 energy per shot<br>
<b>Weapon 3</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
A tough short-to-midrange combat ship with the potential for huge amounts of destruction.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORRET.jpg"></td><td>
<H3>RETRIBUTION</H3> - Heavy Battleship
<br><b>Cost</b>: 12126 metal (5 mins 37 secs) 72534 energy <b>Health</b>: 33710 <b>Speed</b>: 2.2 <b>Turnrate</b>: 75 <b>Vision range</b>: 660 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: cannon, 2400 range, 459 DPS (700 per shot, salvo of 4 every 6.1 seconds), 96 AOE, ballistic, 700 energy per shot (or 459 energy per second)<br>
<b>Weapon 2</b>: lasers, 880 range, 800 DPS (320 per shot, 0.4 reload), 16 AOE, LOS, 100 energy per shot (250 energy per second)</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORACAR.jpg"></td><td>
<H3>FULCRUM</H3> - Heavy Aircraft carrier
<br><b>Cost</b>: 7400 metal (3 mins 26 secs) 72864 energy <b>Health</b>: 13600 <b>Speed</b>: 1.8 <b>Turnrate</b>: 68 <b>Vision range</b>: 840 <b>Radar range</b>: 3810 <b>Sonar range</b>: 840 <b>Energy production</b>: 850 <b>Energy storage</b>: 2400 <b>Footprint size</b>: 11x11<br>
<b>Weapon 1</b>: antinuke, stockpile, 2000 coverage range<br>
<b>Weapon 2</b>: AA Missiles, 800 range, 391/80 DPS (626/128 per shot, 1.6 reload), 64 AOE, v-launch, guided</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35460&stc=1&d=1528763259"></td><td>
<H3>NEPTUNE</H3> - Capital Sub
<br><b>Cost</b>: 18550 metal (8 mins 35 secs) 59221 energy <b>Health</b>: 35000 <b>Speed</b>: 2.3 <b>Turnrate</b>: 72 <b>Vision range</b>: 600 <b>Sonar range</b>: 1920 <b>Energy production</b>: 420 <b>Footprint size</b>: 8x8<br>
<b>Weapon 1</b>: torpedos, 660 range, 357 DPS (1000 per shot, 2.8 reload), 64 AOE, underwater, guided<br>
<b>Weapon 2</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
<b>Weapon 3</b>: torpedos, 600 range, 450 DPS (360 per shot, 0.8 reload), 64 AOE, underwater, guided<br>
Undersea dominance, extra energy production, and useful underwater sonar.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORCAPS.jpg"></td><td>
<H3>OMEN</H3> - Capital Ship
<br><b>Cost</b>: 49032 metal (22 mins 42 secs) 659494 energy <b>Health</b>: 69775 <b>Speed</b>: 2.1 <b>Turnrate</b>: 48 <b>Vision range</b>: 820 <b>Radar range</b>: 2500 <b>Sonar range</b>: 540 <b>Energy production</b>: 200 <b>Energy storage</b>: 2500 <b>Footprint size</b>: 11x11 <br>
<b>Weapon 1</b>: cannons, 3200 range, 1154.9 DPS (1280 per shot, salvo of 6 every 6.65 seconds), 112 AOE, ballistic, 1600 energy per shot (or 1444 energy per second)<br>
<b>Weapon 2</b>: BLOD, 1120 range, 3200 DPS (3200 per shot, 1 reload), 16 AOE, LOS, 1500 energy per shot<br>
<b>Weapon 3</b>: anti-air rockets, 950 range, 1153/231 DPS (865/173 per shot, 0.75 reload), 80 AOE, v-launch, guided<br>
The terror of the seas, guaranteed to make weak organic lifeforms soil themselves before being exterminated.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 AIR</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35494&stc=1&d=1529374239"></td><td>
<H3>HALO</H3> - Tech level 3, builds at 12 metal/s
<br><b>Cost</b>: 2287 metal (3 min 11 secs) 39453 energy <b>Health</b>: 2215 <b>Speed</b>: 8 <b>Turnrate</b>: 160 <b>Vision range</b>: 480 <b>Radar range</b>: 480 <b>Sonar range</b>: 480 <b>Footprint size</b>: 4x4 <br>
The level 3 construction aircraft.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35461&stc=1&d=1528863444"></td><td>
<H3>GRYPHON</H3> - Air interceptor<br>
<br><b>Cost</b>: 2400 metal (3 mins 20 secs) 36000 energy <b>Health</b>: 6000 <b>Speed</b>: 13.5 <b>Turnrate</b>: 560 <b>Vision range</b>: 780 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: AA Missiles, 844 range, 311/62 DPS (560/112 per shot, 1.8 reload), 64 AOE, LOS, guided<br>
<b>Weapon 2</b>: Air-only missile, 1150 range, 400 DPS (1200 per shot, 3 reload), 120 AOE, LOS, guided<br>
A very fast air interceptor with formidable missile weaponry</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35463&stc=1&d=1528863444"></td><td>
<H3>BANISHER</H3> - Experimental Gunship
<br><b>Cost</b>: 3937 metal (5 mins 28 secs) 52485 energy <b>Health</b>: 13104 <b>Speed</b>: 8.2 <b>Turnrate</b>: 650 <b>Vision range</b>: 640 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: lasers, 650 range, 750 DPS (240 per shot, 0.32 reload), 16 AOE, LOS, 64 energy per shot (200 energy per second)<br>
<b>Weapon 2</b>: Air-only laser, 650 range, 200 DPS (160 per shot, 0.8 reload), 120 AOE, LOS, 10 energy per shot (12.5 energy per second)<br>
The Banisher has a descriptive name. It banishes any target from existence quickly with its main weapon. It's also equipped with secondary anti-air. Note it is a similar unit to the Razorback in that it requires energy to fire its weapon systems.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35465&stc=1&d=1528863444"></td><td>
<H3>ODYSSEY</H3> - Tactical Support Aircraft
<br><b>Cost</b>: 2898 metal (4 mins 2 secs) 39083 energy <b>Health</b>: 8180 <b>Speed</b>: 10.8 <b>Turnrate</b>: 405 <b>Vision range</b>: 1200 <b>Radar range</b>: 3200 <b>Sonar range</b>: 1800 <b>Energy production</b>: 100 (net 75, uses 25 in operation) <b>Energy storage</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: Anti-radar/sonar/jammer bomb, 2000 damage to all radar/sonar/jammer towers and mobiles, 400 to everything else, reload 4 seconds, 960 AOE, damage reduces with distance to 400/80 at edge. 1000 energy per shot<br>
<b>Weapon 2</b>: AA blaster, 800 range, 512/256 DPS (640/320 per shot - vs air/ground - 1.25 reload), 72 AOE, LOS, 80 energy per shot<br>
Useful support aircraft with large radar, sonar and visual range with a small amount of energy production and storage onboard. Can also be used agressively and tactically, to take out enemy intel and jammer units (or at least deactivate them for a short time), and has some limited ability to defend itself.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35467&stc=1&d=1528921699"></td><td>
<H3>HERCULES</H3> - Mass air transport
<br><b>Cost</b>: 2128 metal (2 mins 57 secs) 30479 energy <b>Health</b>: 7200 <b>Speed</b>: 8 <b>Turnrate</b>: 128 <b>Vision range</b>: 595 <b>Footprint size</b>: 7x7 <b>Transport Capacity</b>: 12</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35469&stc=1&d=1528921699"></td><td>
<H3>ORION</H3> - Nuclear Bomber
<br><b>Cost</b>: 16280 metal (22 mins 37 secs) 538793 energy <b>Health</b>: 22064 <b>Speed</b>: 9.5 <b>Turnrate</b>: 294 <b>Vision range</b>: 750 <b>Footprint size</b>: 6x6<br>
<b>Weapon 1</b>: Air-to-ground missile, 1280 range, 1111 DPS (20000 damage, 18 sec reload), 512 AOE, damage decreases with distance to 400 at edge, 12000 energy per shot<br>
<b>Weapon 2</b>: air-only flak, 700 range, 500 DPS (200 damage, 0.4 reload), LOS, 96 AOE<br>
<br><b>Cost</b>: 1625 metal, 24575 energy <b>Health</b>: 2000 (5000 when closed/off) <b>Vision range</b>: 1600 <b>Radar Range</b>: 10240 <b>Cloak cost</b>: 240 energy per sec <b>Footprint</b>: 3x3<br>
The game-ender air unit... Designed to fly in and decimate a large area, fly out again. Can also take a huge beating. Very expensive to build and to fire. Note you will need 12k energy in storage in order to fire the missile, make sure you have enough capacity.</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 AIR</H2>
<table><tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35495&stc=1&d=1529374247"></td><td>
<H3>CONDOR</H3> - Tech level 3, builds at 12 metal/s
<br><b>Cost</b>: 2192 metal (3 min 3 secs) 38650 energy <b>Health</b>: 2470 <b>Speed</b>: 7.82192 <b>Turnrate</b>: 160 <b>Vision range</b>: 480 <b>Radar range</b>: 480 <b>Sonar range</b>: 480 <b>Footprint size</b>: 4x4 <br>
The level 3 construction aircraft.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35462&stc=1&d=1528863444"></td><td>
<H3>ASTRA</H3> - Air superiority fighter
<br><b>Cost</b>: 2320 metal (3 mins 13 secs) 39432 energy <b>Health</b>: 7490 <b>Speed</b>: 12.8 <b>Turnrate</b>: 600 <b>Vision range</b>: 750 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided<br>
<b>Weapon 2</b>: AA missile, 750 range, 237.3/36.7 DPS (356/55 per shot, 1.5 reload), 32 AOE, LOS, guided<br>
<b>Weapon 3</b>: Air-only laser, 750 range, 747 DPS (560 per shot, 0.75 reload), 24 AOE, LOS, 60 energy per shot<br>
The Astra lacks the speed and range of the Gryphon, but makes up for it with the massive output of its anti-air laser. It's also considerably tougher.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35464&stc=1&d=1528863444"></td><td>
<H3>TEMMAN</H3> - Experimental Gunship
<br><b>Cost</b>: 4494 metal (6 mins 15 secs) 48978 energy <b>Health</b>: 15152 <b>Speed</b>: 7.8 <b>Turnrate</b>: 500 <b>Vision range</b>: 700 <b>Footprint size</b>: 4x4
<b>Weapon 1</b>: rockets, 700 range, 500 DPS (600 per shot, 1.2 reload), 80 AOE, LOS
<b>Weapon 2</b>: rockets, 1050 range, 250 DPS (250 per shot, salvo of 4 every 4 secs), 96 AOE, v-launch, guided
The Temman is a longer-ranged ground assault craft. A fearsome sight with rockets flying everywhere. The fuselage-mounted vertical-launch secondary weapon system is long ranged and is also somewhat effective anti-air defence.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35466&stc=1&d=1528863444"></td><td>
<H3>ORACLE</H3> - Tactical Support Aircraft
<br><b>Cost</b>: 3210 metal (4 mins 28 secs) 42023 energy <b>Health</b>: 9775 <b>Speed</b>: 10.2 <b>Turnrate</b>: 370 <b>Vision range</b>: 1120 <b>Radar range</b>: 3300 <b>Sonar range</b>: 1900 <b>Energy production</b>: 120 (net 90, uses 30 in operation) <b>Energy storage</b>: 500 <b>Footprint size</b>: 4x4<br>
<b>Weapon 1</b>: Anti-energy bomb, 4000 damage to all energy generators, 640 to everything else, reload 8 seconds, 1080 AOE, damage reduces with distance to 500/80 at edge. 2000 energy per shot<br>
<b>Weapon 2</b>: AA laser, 800 range, 600/200 DPS (360/120 per shot - vs air/ground - 0.6 reload), 24 AOE, LOS, 15 energy per shot<br>
Intel aircraft with some energy production and storage capacity that can also be used to damage or destroy energy generators in a wide radius.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35468&stc=1&d=1528921699"></td><td>
<H3>RAVEN</H3> - Mass air transport
<br><b>Cost</b>: 2464 metal (3 mins 25 secs) 34695 energy <b>Health</b>: 8400 <b>Speed</b>: 7.8 <b>Turnrate</b>: 145 <b>Vision range</b>: 630 <b>Footprint size</b>: 8x8 <b>Transport Capacity</b>: 15</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35470&stc=1&d=1528921699"></td><td>
<H3>DAMASCUS</H3> - Nuclear Bomber
<br><b>Cost</b>: 15600 metal (21 mins 40 secs) 488800 energy <b>Health</b>: 23592 <b>Speed</b>: 8.9 <b>Turnrate</b>: 270 <b>Vision range</b>: 750 <b>Footprint size</b>: 6x6<br>
<b>Weapon 1</b>: Air-to-ground missile, 1280 range, 800 DPS (16000 damage, 20 sec reload), 640 AOE, damage decreases with distance to 400 at edge, 10000 energy per shot<br>
<b>Weapon 2</b>: air-only flak, 750 range, 457.1 DPS (320 damage, 0.7 reload), LOS, 96 AOE<br>
The game-ender air unit... Designed to fly in and decimate a large area, fly out again. Can also take a huge beating. Very expensive to build and to fire. Note you will need 10k energy in storage in order to fire the missile, make sure you have enough capacity.</td></tr></table>
</div>
</div><h4>&nbsp;</h4><div class=cat><div class=arm>
<h2>ARM LVL3 STRUCTURES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMTARG.jpg"></td><td>
<H3>TARGETING FACILITY</H1> - Automatic radar targeting
<br><b>Cost</b>: 3782 metal, 45352 energy <b>Health</b>: 3600 (7200 when closed/off) <b>Vision range</b>: 280 <b>Energy cost when activated</b>: 1000 <b>Footprint</b>: 4x4<br>
moved to level 3, but considerably cheaper now.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35317&stc=1&d=1522273029"></td><td>
<H3>PRESCIENT</H3> - Extra-Long-Range Cloaking Radar Tower
<br><b>Cost</b>: 1625 metal, 24575 energy <b>Health</b>: 3200 (8000 when closed/off) <b>Vision range</b>: 1600 <b>Radar Range</b>: 10240 <b>Cloak cost</b>: 240 energy per sec <b>Footprint</b>: 3x3<br>
The level 3 radar tower offers radar range just a bit longer than the nuclear cannon's reach. It also cloaks automatically once it has finished being built... very handy</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMUBERFUS.jpg"></td><td>
<H3>EXPERIMENTAL FUSION</H3> - Experimental Energy Centre
<br><b>Cost</b>: 40975 metal, 474747 energy <b>Health</b>: 11650 <b>Vision range</b>: 420 <b>Energy production</b>: 12000 <b>Energy storage</b>: 4000 <b>Metal conversion</b>: 120 metal for 6000 energy <b>Cloak cost</b>: 1000 <b>Footprint</b>: 14x7<br>
Produces 12k Energy, trades nearly half of that for 120 metal production.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35471&stc=1&d=1529032957"></td><td>
<H3>MANTLE MINE</H1> - Extracts metal
<br><b>Cost</b>: 7970 metal, 65000 energy <b>Health</b>: 7519 <b>Vision range</b>: 320 <b>Energy use</b>: 150 <b>Metal extraction rate</b>: 3.5x moho rate, 14x regular extractor rate <b>Footprint</b>: 7x7<br>
Given that the regular extractor in Total Mayhem is 25% better than original TA and this extracts at 14x that rate, and it also has a large footprint that multiplies that extraction rate... this can give an impressive metal income. Keep in mind that no matter how much or how little metal it extracts, it still costs 150 energy per second to run.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35475&stc=1&d=1529033041"></td><td>
<H3>EXTINGUISHER</H3> - Prismatic Energy weapon
<br><b>Cost</b>: 7860 metal, 73089 energy <b>Health</b>: 14000 <b>Vision range</b>: 720 <b>Footprint</b>: 5x5<br>
<b>Weapon</b>: Burst-fire BLOD, 1800 range, 6250 DPS (2500 x8 per burst, 3.2 reload), 32 AOE, LOS, 4000 energy per shot<br>
Insane amounts of damage. Be aware a fair amount of this damage will be wasted as it sprays out and hits the ground... but it'll still destroy pretty much anything it has line-of-sight on.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMRAAMS.jpg"></td><td>
<H3>RAAMS</H3> - Rapid Anti-Air Missile System
<br><b>Cost</b>: 2734 metal, 32693 energy <b>Health</b>: 12050 <b>Vision range</b>: 1280 <b>Footprint</b>: 4x4<br>
<b>Weapon</b>: AA-only missiles, 1500 range, 1029 DPS (720 per missile, 0.7 sec reload), 128 AOE, guided<br>
Aircraft shredding tower with excellent range and accuracy.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35473&stc=1&d=1529032968"></td><td>
<H3>ADVANCED STORAGE</H1> - Tier 3 storage
<br><b>Cost</b>: 4540 metal, 37430 energy <b>Health</b>: 9000 <b>Vision range</b>: 330 <b>Energy storage</b>: 60000 <b>Metal storage</b>: 20000 <b>Cloak cost</b>: 400 <b>Footprint</b>: 5x5<br>
All the storage you could possibly need. One of these gives you enough storage to fire the Dora.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMSILO.jpg"></td><td>
<H3>RETALIATOR</H1> - Nuclear Silo
<br><b>Cost</b>: 10100 metal, 156402 energy <b>Health</b>: 4600 (9200 when closed/off) <b>Vision range</b>: 350 <b>Footprint</b>: 5x5<br>
<b>Weapon</b>: Cruise missile, stockpiled, 32000 range, 24000 damage, 864 area, damage reduces with distance to 3840 at edge, 90000 energy and 1600 metal per missile, 3-minute build time<br>
Also moved to Level 3, increased in cost by a lot, but about the same build time. Nuclear missiles now do a lot more damage to a much larger area, and are half the energy cost to produce (-500 energy for 180 seconds).</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/ARMDORA.jpg"></td><td>
<H3>DORA</H3> - Nuclear Cannon
<br><b>Cost</b>: 80582 metal, 823400 energy <b>Health</b>: 11100 <b>Vision range</b>: 450 <b>Footprint</b>: 6x6<br>
<b>Weapon</b>: Cannon, 8800 range, 800 DPS (12800 per shot, 16 reload), 560 AOE, damage reduces with distance to 2048 at edge, 50000 energy per shot (50000 in storage required to fire)<br>
Arm's most expensive unit, and deservedly so. It doesn't have the range or quite the destructive capability of a nuke, but its shells cannot be stopped by interceptor missiles. It also doesn't need to stockpile its weapon, but you do need enough energy stored for it to fire, which may mean building additional storage.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35477&stc=1&d=1529033035"></td><td>
<H3>SHIELD</H3> - Protects units in a large radius
<br><b>Cost</b>: 5508 metal, 73108 energy <b>Health</b>: 12000 (600,000 when switched on), uses 1000 energy/s when on <b>Self-repair</b>: heals 7.5 health per second (375 per second when activated) <b>Vision range</b>: 800 <b>Footprint</b>: 3x3 central building, 31x31 shield area (approx 450 range centre to edge)<br>
The shield is excellent for protecting your units from weapons fire, and has quite a quick recovery time. However: it does not protect from the shockwave of large explosions such as nukes...</td></tr></table>
</div>
<div class=core>
<H2>CORE LVL3 STRUCTURES</H2>
<table><tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORTARG.jpg"></td><td>
<H3>TARGETING FACILITY</H1> - Automatic radar targeting
<br><b>Cost</b>: 3991 metal, 47049 energy <b>Health</b>: 3950 (7900 when closed/off) <b>Vision range</b>: 280 <b>Energy cost when activated</b>: 1000 <b>Footprint</b>: 4x4
moved to level 3, but considerably cheaper now.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35318&stc=1&d=1522273083"></td><td>
<H3>XLR</H3> - Extra-Long Range Cloaking Radar
<br><b>Cost</b>: 1780 metal, 23800 energy <b>Health</b>: 3900 (7800 when closed/off) <b>Vision range</b>: 1500 <b>Radar Range</b>: 10420 <b>Cloak cost</b>: 200 energy per sec <b>Footprint</b>: 3x3 <br>
The XLR offers full radar coverage on most small maps as well as a very large visual range area. It also has some self-repair ability.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35476&stc=1&d=1529033041"></td><td>
<H3>NIGHTMARE</H3> - Dark Energy weapon
<br><b>Cost</b>: 8360 metal, 81258 energy <b>Health</b>: 16600 <b>Vision range</b>: 750 <b>Footprint</b>: 5x5<br>
<b>Weapon</b>: Dark energy, 1750 range, 4800 DPS (80 x6 per shot, 0.1 reload), 24 AOE, LOS, 150 energy per burst (1500 energy per second)<br>
Creepy experimental weapon. Takes some time to warm up and begin operation, and then... the BLACK VOID reaches out and quickly obliterates everything it touches. It does not miss (unless it hits obstacles in the way).</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSCRM.jpg"></td><td>
<H3>SCREAMER</H3> - Anti-air missile system
<br><b>Cost</b>: 3062 metal, 37830 energy <b>Health</b>: 13650 <b>Vision range</b>: 1350 <b>Radar Range</b>: 2400 <b>Footprint</b>: 4x4<br>
<b>Weapon</b>: AA-only missiles, 1600 range, 1067 DPS (2240 per missile, 2.1 sec reload), 160 AOE, guided<br>
Aircraft shredding tower with excellent range and accuracy. Is also equipped with its own radar.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35472&stc=1&d=1529032963"></td><td>
<H3>MANTLE MINE</H1> - Deep metal extractor
<br><b>Cost</b>: 7550 metal, 61210 energy <b>Health</b>: 7395 (11832 when closed/off) <b>Vision range</b>: 300 <b>Energy use</b>: 150 <b>Metal extraction rate</b>: 3.5x moho rate, 14x regular extractor rate <b>Footprint</b>: 7x7<br>
Given that the regular extractor in Total Mayhem is 25% better than original TA and this extracts at 14x that rate, and it also has a large footprint that multiplies that extraction rate... this can give an impressive metal income. Keep in mind that no matter how much or how little metal it extracts, it still costs 150 energy per second to run.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORUBERFUS.jpg"></td><td>
<H3>UBER FUSION</H3> - Lots of energy
<br><b>Cost</b>: 48146 metal, 549800 energy <b>Health</b>: 14170 <b>Vision range</b>: 450 <b>Energy production</b>: 15000 <b>Energy storage</b>: 5000 <b>Metal conversion</b>: 150 metal for 7500 energy <b>Cloak cost</b>: 1250 <b>Footprint</b>: 12x11<br>
Produces 15k energy, can trade half of that for 150 metal per second.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35474&stc=1&d=1529032972"></td><td>
<H3>ADVANCED STORAGE</H1>
<br><b>Cost</b>: 4630 metal, 38490 energy <b>Health</b>: 10370 <b>Vision range</b>: 320 <b>Energy storage</b>: 60000 <b>Metal storage</b>: 20000 <b>Cloak cost</b>: 450 <b>Footprint</b>: 5x5<br>
For all your storage needs.</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORSILO.jpg"></td><td>
<H3>SILENCER</H1> - Nuclear Silo
<br><b>Cost</b>: 9750 metal, 146304 energy <b>Health</b>: 5120 (8192 when closed/off) <b>Vision range</b>: 350 <b>Footprint</b>: 4x4<br>
<b>Weapon</b>: Cruise missile, stockpiled, 32000 range, 20000 damage, 960 area, damage reduces with distance to 4000 at edge, 90000 energy and 1800 metal per missile, 3-minute build time
Also moved to Level 3, increased in cost by a lot, but about the same build time. Nuclear missiles now do a lot more damage to a much larger area, and are half the energy cost to produce (-500 energy for 180 seconds).</td></tr>
<tr><td><img src="http://mayhem.tauniverse.com/totalm/extract/UnitPics/CORNATOR.jpg"></td><td>
<H3>TERMINATOR</H3> - Nuclear cannon
<br><b>Cost</b>: 82145 metal, 862680 energy <b>Health</b>: 13000 <b>Vision range</b>: 420 <b>Footprint</b>: 6x6<br>
<b>Weapon</b>: Cannon, 9600 range, 622 DPS (11200 per shot, 18 reload), 640 AOE, damage reduces with distance to 2688 at edge, 56000 energy per shot (56000 in storage required to fire)
The most expensive unit in the game, and deservedly so. It doesn't have the range or quite the destructive capability of a nuke, but its shells cannot be stopped by interceptor missiles. It also doesn't need to stockpile its weapon, but you do need enough energy stored for it to fire, which may mean building additional storage.</td></tr>
<tr><td><img src="https://www.tauniverse.com/forum/attachment.php?attachmentid=35478&stc=1&d=1529033040"></td><td>
<H3>SHIELD</H3> - Protects units in a large radius
<br><b>Cost</b>: 5920 metal, 78150 energy <b>Health</b>: 13200 (660,000 when switched on), uses 1000 energy/s when on <b>Self-repair</b>: heals 7.5 health per second (375 per second when activated) <b>Vision range</b>: 800 <b>Footprint</b>: 3x3 central building, 31x31 shield area (approx 450 range centre to edge) <br>
The shield is excellent for protecting your units from weapons fire, and has quite a quick recovery time. However: it does not protect from the shockwave of large explosions such as nukes...</td></tr></table>
</body>

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@ -0,0 +1,23 @@
; Megamap Icon Settings
[Option] ; General Settings
FillColor=245; ; The color that will be replaced by the player color
TransparentColor=9; ; The color that will be replaced by transparency
SelectedColor=255; ; The color that will be shown only when the unit is selected
HoverColor=84; ; The color that will show when the icon is hovered on
UseCircleHover=FALSE; ; Enable or disable a drawn ring when hovered on, disabled by default
UseDefaultIcon=TRUE; ; Enable to use default icons, disable to use custom icons
[ICON] ; Custom Icons
Unknow=UNKNOWN.PCX;
Nothing=NONE.pcx;
NukeIcon=NUKEICON.pcx;
; When custom icons are enabled, set them below using the category tags from unit fbi files
; You can use your own custom icon files, they must be in the TA color palette and PCX format
; A disabled example of the syntax is provided below
; In the example, any unit with KBOT as a category will use KBOT.pcx as the icon (not provided)
;KBOT=KBOT.pcx

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@ -0,0 +1,79 @@
# TA Demo Recorder and Community Patch
## LICENSE
### TA Community Patch (original filename: tdraw.dll; source directory: src/DDRaw)
The MIT License (MIT)
Copyright (c) 2023 Axle1975, FunkyFr3sh
Copyright (c) 2019 Xpoy
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Recorder (original filename: tplayx.dll; source directory: src/Recorder)
The MIT License (MIT)
Copyright (c) 2015 Rime
Copyright (c) 2003 SJ, Yeha
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
### TA Demo Replayer (original filename: SERVER.EXE, source directory: src/Server)
The MIT License (MIT)
Copyright (c) 2015 Chaos
Copyright (c) 2003 Fnordia
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

@ -0,0 +1,111 @@
**Mayhem 10.8.4**
**Balance changes**
- **Arm Flea** increased range to 290 (was 270, is 300 in OTA, Beetle 295), slower reload 1.1 sec 18.18DPS (was 1 sec, 20DPS)
- **Core Beetle** damage 45 reload 2.5 18 DPS (was damage 50 reload 2.6 19.2 DPS)
- **Arm Skeeter** health 480 (was 520). Now killed by a destroyer (either side) in 3 shots
- **Core Searcher** health 490 (was 530). Now killed by a destroyer (either side) in 3 shots
- **Arm Vanguard** energy 2436 (was 2786), metal 330 (was 390), buildtime 5280 (was 6240), turnrate 330 (was 300), 91.2DPS (was 85.2)
- **Core Viking** energy 2498 (was 2898), metal 324 (was 379), buildtime 5184 (was 6064), turnrate 340 (was 310), 90.9DPS (was 83.9)
- **T1 hovers** small adjustments to some costs
- **Arm Mongoose and Core Gharial** T1 assault hovers small nerf to damage/DPS
- **Bureaucrat** correct corpse name
- **fighters** (both L1 and L2) increase pitchtolerance
- **Pike/Leviathan** reduce firepower, fix torp/depthcharge special damages
- **depthcharge bombers** change weapon from burst to regular short reload
- **arm antinuke** increased cloak cost to 300 to match Core's (was 250)
- **vulcan/buzzsaw** reduce range to 5000/5250 (from 5400/5600), reduce aoe to 88/100 (from 96/112), reduce DPS ~6%, reduce energy per sec ~10%
- **nuke cannons** reduce range to 9000/9250 (was 9800/10000), AOE 500/400 (from 540/420), sprayangle on core's 3-shot burst to 480 from 512, damage 13500/540 DPS and 3x5200/557DPS (was 14000 560DPS/3x5300 567DPS)
- **nuke silos** reduce weapon aoe 600/640 (from 690/720) (OTA is 512)
- **nuke bombers** add flashing "reloading" indicator, reduce AOE to 512/540 (was 600/640)
- **nuke/anti** fix gui cloak button
- **Arm Tiger** reduce weapontimer from 1 to 0.65 - lightning stops at 585 (range is 500)
- **Tiger/Rattlesnake** small increase in speed, DPS and health
**Bugfixes etc**
- **Arm Trident and Core Kraken** script fix for not popping up when units are in range. Also changed shading of parts so they look much better now
- **Arm Pantheon** T2 submersible missile tower small tweak to script so they stay out of the water for a few seconds longer when first built (same as the Core counterpart)
- **Arm Jethro** fix restore script so they don't walk around looking at the sky
- **Core Stinger** floating MT fix corpse footprint size
- **Core Leviathan** add missing piece declaration to script so that torpedos fire from the correct location
- **Core Argus** renamed from Argoth
- **Arm Hamster**tweaks to aiming/firing script
- **Hamster/Argus** added full corpses
- new rocket explosion animations added in 10.8.3 scaled down to match explosion size
**Mayhem 10.8.3**
- **Annihilator/Doomsday** increase height for firing over fortwalls more reliably
- **Fark/Necro** reduced energy/metal production a little
- **geo upgrades** reduced cost
- **reiver** and **sumo** reduced health 5%
- **cremator** reduced speed to 1.5 from 1.6 reduced health 10%
- new explosion animations for red lasers, green lasers, blue lasers, rockets and missiles
- added pitchtolerance=180 to reduce pitchtolerance for green and blue lasers
- core **geo upgrade**, **magnate** and **Argoth** increased rocket velocity and acceleration
**Mayhem 10.8.2** change list
**Balance changes**
- improved AA missile accuracy vs air - mostly increased weaponacceleration, but increased turnrate and max velocity in some cases too
- **T2 bombers** increase energy cost and buildtime ~15%
- **Arm Blade** increase energy cost 10%
- **all air plants** default standing move order changed to "Manuever". On "Hold Position" aircraft don't auto-attack anything unless it's REALLY close. Manuever is a good balance where they stay within the vicinity and don't Roam but they still attack. All other factories are default hold position to prioritise unit control
- **Prophet, Omen, Mofo, Harbinger, Epoch, Magnate, Hamster, Argoth** - long (or longish) range 3-weapon mobile units swap weapons so the long-range weapon is weapon 3, so they can attack ground from a distance without trying to get in range of weapon 2.
**Bugfix list**
- **Krab** - make the shorter range laser an independent turret on top
- **Core Minelayer factory** UI fix
- **Thunder, Shadow** can now actually be built in Seaplane Platform
- reduce range of pseudo-weapon for aiming factory build pads for less annoying sounds from the AI
- **Harbinger** fix model corruption - and upscale flak turret a little
- **Hamster** fix incorrect/outdated buildpic
**updated nanoframe preview feature** (dsound.dll)
**Mayhem 10.8.1** change list
**Balance**
- Arm/Core T1 radars energy cost 620/680 down from 750/800
- Popup solars, egens, adv tidals lower buildtime (lower by 20%), small drop in energy cost, small drop in health
- separate adv tidals and floating LLTs
- make adv tidal wreckage non-blocking like all other sea wrecks
- Colt and Wolverine L1 mobile arty reduce cost and buildtime ~10%, increase health and max speed ~5%
- Mongoose, Gharial, Snapper and Anaconda L1 hovertanks lower e cost ~10%, lower buildtime ~20%
- small increase in laser tower health
- small drop in LLT energy cost
- remove climbing from Odin. Add to Kodiak
- Zipper, Warrior reduce weapontimer so the projectiles stop just a little beyond range
- slight increase in weapontimer for Pyro so that projectiles stop just a little beyond range
- Pelicans lower DPS 10% and increase footprint back to 3x3 same as OTA
- Put Gimps on the bottom of the sea again
- Mammoth - reduce cost and buildtime 10%, increase health 10%
- revert footprint of T2 battleships and carriers to 6x6 as per OTA instead of 7x7
- changes to shipyards to mak
- faster reload for Viper - 1.32s/364DPS (from 1.5s/320dps)
- faster reload for Meerkat - 1.1s/381DPS (from 1.15s/365DPS)
- reduce health of L2 quad airpads 1940/2070 to 1640/1720
- faster reload for Firedevil, Krab green laser - 0.96s/500dps (from 1.1s 436dps)
- Orca and Proteussmall health increase ~5%, DPS increase ~12%
- Harbinger - swap AA missile for a flakker.
- Prophet and Omen, Neptune and Poseidon, Samurai and Broadsword small increase in acceleration
- Vulcan, Buzzsaw, Dora and Terminator small reduction in health, increase energy cost
- Vulcan and Buzzsaw increase cost per shot and faster reload. Increase metal cost and buildtime
- Dora/Terminator increase reload to 25/28 seconds (from 20/25). Reduce damage per burst for Terminator to 15900 from 16800.
- Drake and Krogoth - increase damage for miniguns/arm guns, reduce weapontimer on missiles so they turn to hit target faster
- T3 vehicle plants tweaks to yardmap
**bugfixes etc**
- fix missing wakes on Firedevil
- remove onoff button from Guardian
- change pathfinding cycles to 366650 from 66650
- fix energy-per-shot in description for Scudd, Precluder, nuke cannons
- Nuke bombers add a ready/reloading indicator
- fix several amphibious units so they leave non-blocking corpses on water
- all cannon weapons using the bertha/timmy explosion animation and sound consistent
- mines hotkey overlays (nonworking) removed, fix Core minelayer gui
- combine land and floating versions of hovercraft plants into a single button. much more tidy!
- fix targeting behaviour for Krab so that the lasers take precedence when in range
- improvements to some weapon sounds
**New Units**
- **Penguin**! Add back in as asymmetric counter to Pelican
- T3 amphibious resurrection kbots **Kali** and **Dante**
- T3 amphibious assault kbots **Indra** and **The Boss**
- T3 flagship tanks **Hamster* and *Argoth**
Not done yet:
- Razorback and Ketzer. Consider add AA to Razorback and noexplode weapon to Ketzer
- T3 amphibious radar jammer vehicles

@ -0,0 +1,701 @@
//_____________________________/\_______________________________
//==============================================================
//
//
// [CRTS] PUBLIC DOMAIN CRT-STYLED SCALAR - 20180120b
//
// by Timothy Lottes
// https://www.shadertoy.com/view/MtSfRK
// adapted for RetroArch by hunterk
//
//
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// WHAT'S NEW
//
//--------------------------------------------------------------
// Evolution of prior shadertoy example
//--------------------------------------------------------------
// This one is semi-optimized
// - Less texture fetches
// - Didn't get to instruction level optimization
// - Could likely use texture fetch to generate phosphor mask
//--------------------------------------------------------------
// Added options to disable unused features
//--------------------------------------------------------------
// Added in exposure matching
// - Given scan-line effect and mask always darkens image
// - Uses generalized tonemapper to boost mid-level
// - Note this can compress highlights
// - And won't get back peak brightness
// - But best option if one doesn't want as much darkening
//--------------------------------------------------------------
// Includes option saturation and contrast controls
//--------------------------------------------------------------
// Added in subtractive aperture grille
// - This is a bit brighter than prior
//--------------------------------------------------------------
// Make sure input to this filter is already low-resolution
// - This is not designed to work on titles doing the following
// - Rendering to hi-res with nearest sampling
//--------------------------------------------------------------
// Added a fast and more pixely option for 2 tap/pixel
//--------------------------------------------------------------
// Improved the vignette when WARP is enabled
//--------------------------------------------------------------
// Didn't test HLSL or CPU options
// - Will incorportate patches if they are broken
// - But out of time to try them myself
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// LICENSE = UNLICENSE (aka PUBLIC DOMAIN)
//
//--------------------------------------------------------------
// This is free and unencumbered software released into the
// public domain.
//--------------------------------------------------------------
// Anyone is free to copy, modify, publish, use, compile, sell,
// or distribute this software, either in source code form or as
// a compiled binary, for any purpose, commercial or
// non-commercial, and by any means.
//--------------------------------------------------------------
// In jurisdictions that recognize copyright laws, the author or
// authors of this software dedicate any and all copyright
// interest in the software to the public domain. We make this
// dedication for the benefit of the public at large and to the
// detriment of our heirs and successors. We intend this
// dedication to be an overt act of relinquishment in perpetuity
// of all present and future rights to this software under
// copyright law.
//--------------------------------------------------------------
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
// KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
// PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
// OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
//--------------------------------------------------------------
// For more information, please refer to
// <http://unlicense.org/>
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
#pragma parameter MASK "Mask Type" 1.0 0.0 3.0 1.0
#pragma parameter MASK_INTENSITY "Mask Intensity" 0.5 0.0 1.0 0.05
#pragma parameter SCANLINE_THINNESS "Scanline Intensity" 0.5 0.0 1.0 0.1
#pragma parameter SCAN_BLUR "Sharpness" 2.5 1.0 3.0 0.1
#pragma parameter CURVATURE "Curvature" 0.02 0.0 0.25 0.01
#pragma parameter TRINITRON_CURVE "Trinitron-style Curve" 0.0 0.0 1.0 1.0
#pragma parameter CORNER "Corner Round" 3.0 0.0 11.0 1.0
#pragma parameter CRT_GAMMA "CRT Gamma" 2.4 0.0 51.0 0.1
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float CRT_GAMMA;
uniform COMPAT_PRECISION float SCANLINE_THINNESS;
uniform COMPAT_PRECISION float SCAN_BLUR;
uniform COMPAT_PRECISION float MASK_INTENSITY;
uniform COMPAT_PRECISION float CURVATURE;
uniform COMPAT_PRECISION float CORNER;
uniform COMPAT_PRECISION float MASK;
uniform COMPAT_PRECISION float TRINITRON_CURVE;
#else
#define CRT_GAMMA 2.4
#define SCANLINE_THINNESS 0.5
#define SCAN_BLUR 2.5
#define MASK_INTENSITY 0.54
#define CURVATURE 0.00
#define CORNER 3.0
#define MASK 1.0
#define TRINITRON_CURVE 0.0
#endif
//_____________________________/\_______________________________
//==============================================================
//
// GAMMA FUNCTIONS
//
//--------------------------------------------------------------
//--------------------------------------------------------------
// Since shadertoy doesn't have sRGB textures
// And we need linear input into shader
// Don't do this in your code
float FromSrgb1(float c){
return (c<=0.04045)?c*(1.0/12.92):
pow(c*(1.0/1.055)+(0.055/1.055),CRT_GAMMA);}
//--------------------------------------------------------------
vec3 FromSrgb(vec3 c){return vec3(
FromSrgb1(c.r),FromSrgb1(c.g),FromSrgb1(c.b));}
// Convert from linear to sRGB
// Since shader toy output is not linear
float ToSrgb1(float c){
return(c<0.0031308?c*12.92:1.055*pow(c,0.41666)-0.055);}
//--------------------------------------------------------------
vec3 ToSrgb(vec3 c){return vec3(
ToSrgb1(c.r),ToSrgb1(c.g),ToSrgb1(c.b));}
//--------------------------------------------------------------
//_____________________________/\_______________________________
//==============================================================
//
// DEFINES
//
//--------------------------------------------------------------
// CRTS_CPU - CPU code
// CRTS_GPU - GPU code
//--------------------------------------------------------------
// CRTS_GLSL - GLSL
// CRTS_HLSL - HLSL (not tested yet)
//--------------------------------------------------------------
// CRTS_DEBUG - Define to see on/off split screen
//--------------------------------------------------------------
// CRTS_WARP - Apply screen warp
//--------------------------------------------------------------
// CRTS_2_TAP - Faster very pixely 2-tap filter (off is 8)
//--------------------------------------------------------------
// CRTS_MASK_GRILLE - Aperture grille (aka Trinitron)
// CRTS_MASK_GRILLE_LITE - Brighter (subtractive channels)
// CRTS_MASK_NONE - No mask
// CRTS_MASK_SHADOW - Horizontally stretched shadow mask
//--------------------------------------------------------------
// CRTS_TONE - Normalize mid-level and process color
// CRTS_CONTRAST - Process color - enable contrast control
// CRTS_SATURATION - Process color - enable saturation control
//--------------------------------------------------------------
#define CRTS_STATIC
#define CrtsPow
#define CRTS_RESTRICT
//==============================================================
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//==============================================================
// SETUP FOR CRTS
//--------------------------------------------------------------
//==============================================================
//#define CRTS_DEBUG 1
#define CRTS_GPU 1
#define CRTS_GLSL 1
//--------------------------------------------------------------
//#define CRTS_2_TAP 1
//--------------------------------------------------------------
#define CRTS_TONE 1
#define CRTS_CONTRAST 0
#define CRTS_SATURATION 0
//--------------------------------------------------------------
#define CRTS_WARP 1
//--------------------------------------------------------------
// Try different masks -> moved to runtime parameters
//#define CRTS_MASK_GRILLE 1
//#define CRTS_MASK_GRILLE_LITE 1
//#define CRTS_MASK_NONE 1
//#define CRTS_MASK_SHADOW 1
//--------------------------------------------------------------
// Scanline thinness
// 0.50 = fused scanlines
// 0.70 = recommended default
// 1.00 = thinner scanlines (too thin)
#define INPUT_THIN 0.5 + (0.5 * SCANLINE_THINNESS)
//--------------------------------------------------------------
// Horizonal scan blur
// -3.0 = pixely
// -2.5 = default
// -2.0 = smooth
// -1.0 = too blurry
#define INPUT_BLUR -1.0 * SCAN_BLUR
//--------------------------------------------------------------
// Shadow mask effect, ranges from,
// 0.25 = large amount of mask (not recommended, too dark)
// 0.50 = recommended default
// 1.00 = no shadow mask
#define INPUT_MASK 1.0 - MASK_INTENSITY
//--------------------------------------------------------------
#define INPUT_X InputSize.x
#define INPUT_Y InputSize.y
//--------------------------------------------------------------
// Setup the function which returns input image color
vec3 CrtsFetch(vec2 uv){
// For shadertoy, scale to get native texels in the image
uv*=vec2(INPUT_X,INPUT_Y)/TextureSize.xy;
// Move towards intersting parts
// uv+=vec2(0.5,0.5);
// Non-shadertoy case would not have the color conversion
return FromSrgb(COMPAT_TEXTURE(Texture,uv.xy,-16.0).rgb);}
#endif
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////
//_____________________________/\_______________________________
//==============================================================
//
// GPU CODE
//
//==============================================================
#ifdef CRTS_GPU
//_____________________________/\_______________________________
//==============================================================
// PORTABILITY
//==============================================================
#ifdef CRTS_GLSL
#define CrtsF1 float
#define CrtsF2 vec2
#define CrtsF3 vec3
#define CrtsF4 vec4
#define CrtsFractF1 fract
#define CrtsRcpF1(x) (1.0/(x))
#define CrtsSatF1(x) clamp((x),0.0,1.0)
//--------------------------------------------------------------
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
return max(a,max(b,c));}
#endif
//==============================================================
#ifdef CRTS_HLSL
#define CrtsF1 float
#define CrtsF2 float2
#define CrtsF3 float3
#define CrtsF4 float4
#define CrtsFractF1 frac
#define CrtsRcpF1(x) (1.0/(x))
#define CrtsSatF1(x) saturate(x)
//--------------------------------------------------------------
CrtsF1 CrtsMax3F1(CrtsF1 a,CrtsF1 b,CrtsF1 c){
return max(a,max(b,c));}
#endif
//_____________________________/\_______________________________
//==============================================================
// TONAL CONTROL CONSTANT GENERATION
//--------------------------------------------------------------
// This is in here for rapid prototyping
// Please use the CPU code and pass in as constants
//==============================================================
CrtsF4 CrtsTone(
CrtsF1 contrast,
CrtsF1 saturation,
CrtsF1 thin,
CrtsF1 mask){
//--------------------------------------------------------------
if(MASK == 0.0) mask=1.0;
//--------------------------------------------------------------
if(MASK == 1.0){
// Normal R mask is {1.0,mask,mask}
// LITE R mask is {mask,1.0,1.0}
mask=0.5+mask*0.5;
}
//--------------------------------------------------------------
CrtsF4 ret;
CrtsF1 midOut=0.18/((1.5-thin)*(0.5*mask+0.5));
CrtsF1 pMidIn=pow(0.18,contrast);
ret.x=contrast;
ret.y=((-pMidIn)+midOut)/((1.0-pMidIn)*midOut);
ret.z=((-pMidIn)*midOut+pMidIn)/(midOut*(-pMidIn)+midOut);
ret.w=contrast+saturation;
return ret;}
//_____________________________/\_______________________________
//==============================================================
// MASK
//--------------------------------------------------------------
// Letting LCD/OLED pixel elements function like CRT phosphors
// So "phosphor" resolution scales with display resolution
//--------------------------------------------------------------
// Not applying any warp to the mask (want high frequency)
// Real aperture grille has a mask which gets wider on ends
// Not attempting to be "real" but instead look the best
//--------------------------------------------------------------
// Shadow mask is stretched horizontally
// RRGGBB
// GBBRRG
// RRGGBB
// This tends to look better on LCDs than vertical
// Also 2 pixel width is required to get triad centered
//--------------------------------------------------------------
// The LITE version of the Aperture Grille is brighter
// Uses {dark,1.0,1.0} for R channel
// Non LITE version uses {1.0,dark,dark}
//--------------------------------------------------------------
// 'pos' - This is 'fragCoord.xy'
// Pixel {0,0} should be {0.5,0.5}
// Pixel {1,1} should be {1.5,1.5}
//--------------------------------------------------------------
// 'dark' - Exposure of of masked channel
// 0.0=fully off, 1.0=no effect
//==============================================================
CrtsF3 CrtsMask(CrtsF2 pos,CrtsF1 dark){
if(MASK == 2.0){
CrtsF3 m=CrtsF3(dark,dark,dark);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
if(x<(1.0/3.0))m.r=1.0;
else if(x<(2.0/3.0))m.g=1.0;
else m.b=1.0;
return m;
}
//--------------------------------------------------------------
if(MASK == 1.0){
CrtsF3 m=CrtsF3(1.0,1.0,1.0);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/3.0));
if(x<(1.0/3.0))m.r=dark;
else if(x<(2.0/3.0))m.g=dark;
else m.b=dark;
return m;
}
//--------------------------------------------------------------
if(MASK == 0.0){
return CrtsF3(1.0,1.0,1.0);
}
//--------------------------------------------------------------
if(MASK == 3.0){
pos.x+=pos.y*2.9999;
CrtsF3 m=CrtsF3(dark,dark,dark);
CrtsF1 x=CrtsFractF1(pos.x*(1.0/6.0));
if(x<(1.0/3.0))m.r=1.0;
else if(x<(2.0/3.0))m.g=1.0;
else m.b=1.0;
return m;
}
}
//_____________________________/\_______________________________
//==============================================================
// FILTER ENTRY
//--------------------------------------------------------------
// Input must be linear
// Output color is linear
//--------------------------------------------------------------
// Must have fetch function setup: CrtsF3 CrtsFetch(CrtsF2 uv)
// - The 'uv' range is {0.0 to 1.0} for input texture
// - Output of this must be linear color
//--------------------------------------------------------------
// SCANLINE MATH & AUTO-EXPOSURE NOTES
// ===================================
// Each output line has contribution from at most 2 scanlines
// Scanlines are shaped by a windowed cosine function
// This shape blends together well with only 2 lines of overlap
//--------------------------------------------------------------
// Base scanline intensity is as follows
// which leaves output intensity range from {0 to 1.0}
// --------
// thin := range {thick 0.5 to thin 1.0}
// off := range {0.0 to <1.0},
// sub-pixel offset between two scanlines
// --------
// a0=cos(min(0.5, off *thin)*2pi)*0.5+0.5;
// a1=cos(min(0.5,(1.0-off)*thin)*2pi)*0.5+0.5;
//--------------------------------------------------------------
// This leads to a image darkening factor of roughly:
// {(1.5-thin)/1.0}
// This is further reduced by the mask:
// {1.0/2.0+mask*1.0/2.0}
// Reciprocal of combined effect is used for auto-exposure
// to scale up the mid-level in the tonemapper
//==============================================================
CrtsF3 CrtsFilter(
//--------------------------------------------------------------
// SV_POSITION, fragCoord.xy
CrtsF2 ipos,
//--------------------------------------------------------------
// inputSize / outputSize (in pixels)
CrtsF2 inputSizeDivOutputSize,
//--------------------------------------------------------------
// 0.5 * inputSize (in pixels)
CrtsF2 halfInputSize,
//--------------------------------------------------------------
// 1.0 / inputSize (in pixels)
CrtsF2 rcpInputSize,
//--------------------------------------------------------------
// 1.0 / outputSize (in pixels)
CrtsF2 rcpOutputSize,
//--------------------------------------------------------------
// 2.0 / outputSize (in pixels)
CrtsF2 twoDivOutputSize,
//--------------------------------------------------------------
// inputSize.y
CrtsF1 inputHeight,
//--------------------------------------------------------------
// Warp scanlines but not phosphor mask
// 0.0 = no warp
// 1.0/64.0 = light warping
// 1.0/32.0 = more warping
// Want x and y warping to be different (based on aspect)
CrtsF2 warp,
//--------------------------------------------------------------
// Scanline thinness
// 0.50 = fused scanlines
// 0.70 = recommended default
// 1.00 = thinner scanlines (too thin)
// Shared with CrtsTone() function
CrtsF1 thin,
//--------------------------------------------------------------
// Horizonal scan blur
// -3.0 = pixely
// -2.5 = default
// -2.0 = smooth
// -1.0 = too blurry
CrtsF1 blur,
//--------------------------------------------------------------
// Shadow mask effect, ranges from,
// 0.25 = large amount of mask (not recommended, too dark)
// 0.50 = recommended default
// 1.00 = no shadow mask
// Shared with CrtsTone() function
CrtsF1 mask,
//--------------------------------------------------------------
// Tonal curve parameters generated by CrtsTone()
CrtsF4 tone
//--------------------------------------------------------------
){
//--------------------------------------------------------------
#ifdef CRTS_DEBUG
CrtsF2 uv=ipos*rcpOutputSize;
// Show second half processed, and first half un-processed
if(uv.x<0.5){
// Force nearest to get squares
uv*=1.0/rcpInputSize;
uv=floor(uv)+CrtsF2(0.5,0.5);
uv*=rcpInputSize;
CrtsF3 color=CrtsFetch(uv);
return color;}
#endif
//--------------------------------------------------------------
// Optional apply warp
CrtsF2 pos;
#ifdef CRTS_WARP
// Convert to {-1 to 1} range
pos=ipos*twoDivOutputSize-CrtsF2(1.0,1.0);
// Distort pushes image outside {-1 to 1} range
pos*=CrtsF2(
1.0+(pos.y*pos.y)*warp.x,
1.0+(pos.x*pos.x)*warp.y);
// TODO: Vignette needs optimization
CrtsF1 vin=(1.0-(
(1.0-CrtsSatF1(pos.x*pos.x))*(1.0-CrtsSatF1(pos.y*pos.y)))) * (0.998 + (0.001 * CORNER));
vin=CrtsSatF1((-vin)*inputHeight+inputHeight);
// Leave in {0 to inputSize}
pos=pos*halfInputSize+halfInputSize;
#else
pos=ipos*inputSizeDivOutputSize;
#endif
//--------------------------------------------------------------
// Snap to center of first scanline
CrtsF1 y0=floor(pos.y-0.5)+0.5;
#ifdef CRTS_2_TAP
// Using Inigo's "Improved Texture Interpolation"
// http://iquilezles.org/www/articles/texture/texture.htm
pos.x+=0.5;
CrtsF1 xi=floor(pos.x);
CrtsF1 xf=pos.x-xi;
xf=xf*xf*xf*(xf*(xf*6.0-15.0)+10.0);
CrtsF1 x0=xi+xf-0.5;
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
// Coordinate adjusted bilinear fetch from 2 nearest scanlines
CrtsF3 colA=CrtsFetch(p);
p.y+=rcpInputSize.y;
CrtsF3 colB=CrtsFetch(p);
#else
// Snap to center of one of four pixels
CrtsF1 x0=floor(pos.x-1.5)+0.5;
// Inital UV position
CrtsF2 p=CrtsF2(x0*rcpInputSize.x,y0*rcpInputSize.y);
// Fetch 4 nearest texels from 2 nearest scanlines
CrtsF3 colA0=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA1=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA2=CrtsFetch(p);
p.x+=rcpInputSize.x;
CrtsF3 colA3=CrtsFetch(p);
p.y+=rcpInputSize.y;
CrtsF3 colB3=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB2=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB1=CrtsFetch(p);
p.x-=rcpInputSize.x;
CrtsF3 colB0=CrtsFetch(p);
#endif
//--------------------------------------------------------------
// Vertical filter
// Scanline intensity is using sine wave
// Easy filter window and integral used later in exposure
CrtsF1 off=pos.y-y0;
CrtsF1 pi2=6.28318530717958;
CrtsF1 hlf=0.5;
CrtsF1 scanA=cos(min(0.5, off *thin )*pi2)*hlf+hlf;
CrtsF1 scanB=cos(min(0.5,(-off)*thin+thin)*pi2)*hlf+hlf;
//--------------------------------------------------------------
#ifdef CRTS_2_TAP
#ifdef CRTS_WARP
// Get rid of wrong pixels on edge
scanA*=vin;
scanB*=vin;
#endif
// Apply vertical filter
CrtsF3 color=(colA*scanA)+(colB*scanB);
#else
// Horizontal kernel is simple gaussian filter
CrtsF1 off0=pos.x-x0;
CrtsF1 off1=off0-1.0;
CrtsF1 off2=off0-2.0;
CrtsF1 off3=off0-3.0;
CrtsF1 pix0=exp2(blur*off0*off0);
CrtsF1 pix1=exp2(blur*off1*off1);
CrtsF1 pix2=exp2(blur*off2*off2);
CrtsF1 pix3=exp2(blur*off3*off3);
CrtsF1 pixT=CrtsRcpF1(pix0+pix1+pix2+pix3);
#ifdef CRTS_WARP
// Get rid of wrong pixels on edge
pixT*=vin;
#endif
scanA*=pixT;
scanB*=pixT;
// Apply horizontal and vertical filters
CrtsF3 color=
(colA0*pix0+colA1*pix1+colA2*pix2+colA3*pix3)*scanA +
(colB0*pix0+colB1*pix1+colB2*pix2+colB3*pix3)*scanB;
#endif
//--------------------------------------------------------------
// Apply phosphor mask
color*=CrtsMask(ipos,mask);
//--------------------------------------------------------------
// Optional color processing
#ifdef CRTS_TONE
// Tonal control, start by protecting from /0
CrtsF1 peak=max(1.0/(256.0*65536.0),
CrtsMax3F1(color.r,color.g,color.b));
// Compute the ratios of {R,G,B}
CrtsF3 ratio=color*CrtsRcpF1(peak);
// Apply tonal curve to peak value
#ifdef CRTS_CONTRAST
peak=pow(peak,tone.x);
#endif
peak=peak*CrtsRcpF1(peak*tone.y+tone.z);
// Apply saturation
#ifdef CRTS_SATURATION
ratio=pow(ratio,CrtsF3(tone.w,tone.w,tone.w));
#endif
// Reconstruct color
return ratio*peak;
#else
return color;
#endif
//--------------------------------------------------------------
}
void main()
{
vec2 warp_factor;
warp_factor.x = CURVATURE;
warp_factor.y = (3.0 / 4.0) * warp_factor.x; // assume 4:3 aspect
warp_factor.x *= (1.0 - TRINITRON_CURVE);
FragColor.rgb = CrtsFilter(vTexCoord.xy * OutputSize.xy*(TextureSize.xy / InputSize.xy),
InputSize.xy / OutputSize.xy,
InputSize.xy * vec2(0.5,0.5),
1.0/InputSize.xy,
1.0/OutputSize.xy,
2.0/OutputSize.xy,
InputSize.y,
warp_factor,
INPUT_THIN,
INPUT_BLUR,
INPUT_MASK,
CrtsTone(1.0,0.0,INPUT_THIN,INPUT_MASK));
// Shadertoy outputs non-linear color
FragColor.rgb=ToSrgb(FragColor.rgb);
}
#endif

@ -0,0 +1,137 @@
/*
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
Modified to use 5 texture fetches
*/
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
precision COMPAT_PRECISION float;
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out mediump vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define outsize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
// location [1, 1] in the grid, where [0, 0] is the top left corner.
vec2 samplePos = vTexCoord * SourceSize.xy;
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
// Compute the fractional offset from our starting texel to our original sample location, which we'll
// feed into the Catmull-Rom spline function to get our filter weights.
vec2 f = samplePos - texPos1;
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
// These equations are pre-expanded based on our knowledge of where the texels will be located,
// which lets us avoid having to evaluate a piece-wise function.
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
vec2 w3 = f * f * (-0.5 + 0.5 * f);
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
vec2 w12 = w1 + w2;
vec2 offset12 = w2 / (w1 + w2);
// Compute the final UV coordinates we'll use for sampling the texture
vec2 texPos0 = texPos1 - 1.;
vec2 texPos3 = texPos1 + 2.;
vec2 texPos12 = texPos1 + offset12;
texPos0 *= SourceSize.zw;
texPos3 *= SourceSize.zw;
texPos12 *= SourceSize.zw;
float wtm = w12.x * w0.y;
float wml = w0.x * w12.y;
float wmm = w12.x * w12.y;
float wmr = w3.x * w12.y;
float wbm = w12.x * w3.y;
vec3 result = vec3(0.0f);
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
}
#endif

@ -0,0 +1,73 @@
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
void main()
{
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
}
#endif

@ -0,0 +1,73 @@
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
TEX0.xy = TexCoord.xy;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
void main()
{
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
}
#endif

@ -0,0 +1,10 @@
This is a package of pixel shaders intended for old school emulators.
Copyrights are held by the respective authors.
https://github.com/libretro/glsl-shaders
Note: Filename must end with "bilinear.glsl" to enable bilinear hardware filtering (GL_LINEAR)
Extract shader-package.zip to unlock 100+ additional shaders

@ -0,0 +1,106 @@
// Parameter lines go here:
#pragma parameter SCANLINE_BASE_BRIGHTNESS "Scanline Base Brightness" 0.95 0.0 1.0 0.01
#pragma parameter SCANLINE_SINE_COMP_A "Scanline Sine Comp A" 0.0 0.0 0.10 0.01
#pragma parameter SCANLINE_SINE_COMP_B "Scanline Sine Comp B" 0.15 0.0 1.0 0.05
#define pi 3.141592654
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 omega;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
COL0 = COLOR;
TEX0.xy = TexCoord.xy;
omega = vec2(pi * OutputSize.x, 2.0 * pi * TextureSize.y);
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 omega;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutputSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
// All parameter floats need to have COMPAT_PRECISION in front of them
uniform COMPAT_PRECISION float SCANLINE_BASE_BRIGHTNESS;
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_A;
uniform COMPAT_PRECISION float SCANLINE_SINE_COMP_B;
#else
#define SCANLINE_BASE_BRIGHTNESS 0.95
#define SCANLINE_SINE_COMP_A 0.0
#define SCANLINE_SINE_COMP_B 0.15
#endif
void main()
{
vec2 sine_comp = vec2(SCANLINE_SINE_COMP_A, SCANLINE_SINE_COMP_B);
vec3 res = COMPAT_TEXTURE(Source, vTexCoord).xyz;
vec3 scanline = res * (SCANLINE_BASE_BRIGHTNESS + dot(sine_comp * sin(vTexCoord * omega), vec2(1.0, 1.0)));
FragColor = vec4(scanline.x, scanline.y, scanline.z, 1.0);
}
#endif

BIN
Shaders/shader-package.zip (Stored with Git LFS)

Binary file not shown.

@ -0,0 +1,148 @@
/*
Fast Sharpen Shader
Copyright (C) 2005 - 2019 guest(r) - guest.r@gmail.com
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#pragma parameter SHARPEN "Sharpen strength" 1.00 0.0 2.00 0.05
#pragma parameter CONTR "Ammount of sharpening" 0.07 0.0 0.25 0.01
#pragma parameter DETAILS "Details sharpened " 1.00 0.0 1.00 0.05
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
COMPAT_VARYING vec2 g10;
COMPAT_VARYING vec2 g01;
COMPAT_VARYING vec2 g12;
COMPAT_VARYING vec2 g21;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.00001;
g10 = vec2( 0.3333,-1.0)*SourceSize.zw;
g01 = vec2(-1.0,-0.3333)*SourceSize.zw;
g12 = vec2(-0.3333, 1.0)*SourceSize.zw;
g21 = vec2( 1.0, 0.3333)*SourceSize.zw;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
COMPAT_VARYING vec2 g10;
COMPAT_VARYING vec2 g01;
COMPAT_VARYING vec2 g12;
COMPAT_VARYING vec2 g21;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float SHARPEN;
uniform COMPAT_PRECISION float CONTR;
uniform COMPAT_PRECISION float DETAILS;
#else
#define SHARPEN 1.2
#define CONTR 0.08
#define DETAILS 1.0
#endif
void main()
{
vec3 c10 = COMPAT_TEXTURE(Source, vTexCoord + g10).rgb;
vec3 c01 = COMPAT_TEXTURE(Source, vTexCoord + g01).rgb;
vec3 c21 = COMPAT_TEXTURE(Source, vTexCoord + g21).rgb;
vec3 c12 = COMPAT_TEXTURE(Source, vTexCoord + g12).rgb;
vec3 c11 = COMPAT_TEXTURE(Source, vTexCoord ).rgb;
vec3 b11 = (c10+c01+c12+c21)*0.25;
float contrast = max(max(c11.r,c11.g),c11.b);
contrast = mix(2.0*CONTR, CONTR, contrast);
vec3 mn1 = min(min(c10,c01),min(c12,c21)); mn1 = min(mn1,c11*(1.0-contrast));
vec3 mx1 = max(max(c10,c01),max(c12,c21)); mx1 = max(mx1,c11*(1.0+contrast));
vec3 dif = pow(mx1-mn1+0.0001, vec3(0.75,0.75,0.75));
vec3 sharpen = mix(vec3(SHARPEN*DETAILS), vec3(SHARPEN), dif);
c11 = clamp(mix(c11,b11,-sharpen), mn1,mx1);
FragColor = vec4(c11,1.0);
}
#endif

@ -0,0 +1,205 @@
/*
Hyllian's jinc windowed-jinc 2-lobe sharper with anti-ringing Shader
Copyright (C) 2011-2016 Hyllian/Jararaca - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#define JINC2_WINDOW_SINC 0.5
#define JINC2_SINC 1.0
#define JINC2_AR_STRENGTH 0.8
#define texCoord TEX0
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
texCoord = TexCoord;
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D s_p;
IN vec2 texCoord;
const float halfpi = 1.5707963267948966192313216916398;
const float pi = 3.1415926535897932384626433832795;
const float wa = JINC2_WINDOW_SINC*pi;
const float wb = JINC2_SINC*pi;
// Calculates the distance between two points
float d(vec2 pt1, vec2 pt2)
{
vec2 v = pt2 - pt1;
return sqrt(dot(v,v));
}
vec3 min4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return min(a, min(b, min(c, d)));
}
vec3 max4(vec3 a, vec3 b, vec3 c, vec3 d)
{
return max(a, max(b, max(c, d)));
}
vec4 resampler(vec4 x)
{
vec4 res;
res.x = (x.x==0.0) ? wa*wb : sin(x.x*wa)*sin(x.x*wb)/(x.x*x.x);
res.y = (x.y==0.0) ? wa*wb : sin(x.y*wa)*sin(x.y*wb)/(x.y*x.y);
res.z = (x.z==0.0) ? wa*wb : sin(x.z*wa)*sin(x.z*wb)/(x.z*x.z);
res.w = (x.w==0.0) ? wa*wb : sin(x.w*wa)*sin(x.w*wb)/(x.w*x.w);
return res;
}
void main()
{
vec3 color;
vec4 weights[4];
vec2 dx = vec2(1.0, 0.0);
vec2 dy = vec2(0.0, 1.0);
vec2 pc = texCoord*TextureSize;
vec2 tc = (floor(pc-vec2(0.5,0.5))+vec2(0.5,0.5));
weights[0] = resampler(vec4(d(pc, tc -dx -dy), d(pc, tc -dy), d(pc, tc +dx -dy), d(pc, tc+2.0*dx -dy)));
weights[1] = resampler(vec4(d(pc, tc -dx ), d(pc, tc ), d(pc, tc +dx ), d(pc, tc+2.0*dx )));
weights[2] = resampler(vec4(d(pc, tc -dx +dy), d(pc, tc +dy), d(pc, tc +dx +dy), d(pc, tc+2.0*dx +dy)));
weights[3] = resampler(vec4(d(pc, tc -dx+2.0*dy), d(pc, tc +2.0*dy), d(pc, tc +dx+2.0*dy), d(pc, tc+2.0*dx+2.0*dy)));
dx = dx/TextureSize;
dy = dy/TextureSize;
tc = tc/TextureSize;
vec3 c00 = tex2D(s_p, tc -dx -dy).xyz;
vec3 c10 = tex2D(s_p, tc -dy).xyz;
vec3 c20 = tex2D(s_p, tc +dx -dy).xyz;
vec3 c30 = tex2D(s_p, tc+2.0*dx -dy).xyz;
vec3 c01 = tex2D(s_p, tc -dx ).xyz;
vec3 c11 = tex2D(s_p, tc ).xyz;
vec3 c21 = tex2D(s_p, tc +dx ).xyz;
vec3 c31 = tex2D(s_p, tc+2.0*dx ).xyz;
vec3 c02 = tex2D(s_p, tc -dx +dy).xyz;
vec3 c12 = tex2D(s_p, tc +dy).xyz;
vec3 c22 = tex2D(s_p, tc +dx +dy).xyz;
vec3 c32 = tex2D(s_p, tc+2.0*dx +dy).xyz;
vec3 c03 = tex2D(s_p, tc -dx+2.0*dy).xyz;
vec3 c13 = tex2D(s_p, tc +2.0*dy).xyz;
vec3 c23 = tex2D(s_p, tc +dx+2.0*dy).xyz;
vec3 c33 = tex2D(s_p, tc+2.0*dx+2.0*dy).xyz;
color = tex2D(s_p, texCoord).xyz;
// Get min/max samples
vec3 min_sample = min4(c11, c21, c12, c22);
vec3 max_sample = max4(c11, c21, c12, c22);
/*
color = mat4x3(c00, c10, c20, c30) * weights[0];
color+= mat4x3(c01, c11, c21, c31) * weights[1];
color+= mat4x3(c02, c12, c22, c32) * weights[2];
color+= mat4x3(c03, c13, c23, c33) * weights[3];
mat4 wgts = mat4(weights[0], weights[1], weights[2], weights[3]);
vec4 wsum = wgts * vec4(1.0,1.0,1.0,1.0);
color = color/(dot(wsum, vec4(1.0,1.0,1.0,1.0)));
*/
color = vec3(dot(weights[0], vec4(c00.x, c10.x, c20.x, c30.x)), dot(weights[0], vec4(c00.y, c10.y, c20.y, c30.y)), dot(weights[0], vec4(c00.z, c10.z, c20.z, c30.z)));
color+= vec3(dot(weights[1], vec4(c01.x, c11.x, c21.x, c31.x)), dot(weights[1], vec4(c01.y, c11.y, c21.y, c31.y)), dot(weights[1], vec4(c01.z, c11.z, c21.z, c31.z)));
color+= vec3(dot(weights[2], vec4(c02.x, c12.x, c22.x, c32.x)), dot(weights[2], vec4(c02.y, c12.y, c22.y, c32.y)), dot(weights[2], vec4(c02.z, c12.z, c22.z, c32.z)));
color+= vec3(dot(weights[3], vec4(c03.x, c13.x, c23.x, c33.x)), dot(weights[3], vec4(c03.y, c13.y, c23.y, c33.y)), dot(weights[3], vec4(c03.z, c13.z, c23.z, c33.z)));
color = color/(dot(weights[0], vec4(1,1,1,1)) + dot(weights[1], vec4(1,1,1,1)) + dot(weights[2], vec4(1,1,1,1)) + dot(weights[3], vec4(1,1,1,1)));
// Anti-ringing
vec3 aux = color;
color = clamp(color, min_sample, max_sample);
color = mix(aux, color, JINC2_AR_STRENGTH);
// final sum and weight normalization
FragColor.xyz = color;
}
#endif

@ -0,0 +1,300 @@
#version 130
/*
Hyllian's xBR-lv2-noblend Shader
Copyright (C) 2011-2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
Incorporates some of the ideas from SABR shader. Thanks to Joshua Street.
*/
#pragma parameter XBR_EQ_THRESHOLD "Eq Threshold" 0.6 0.0 2.0 0.1
#pragma parameter XBR_LV2_COEFFICIENT "Lv2 Coefficient" 2.0 1.0 3.0 0.1
#define mul(a,b) (b*a)
// Uncomment just one of the three params below to choose the corner detection
#define CORNER_A
//#define CORNER_B
//#define CORNER_C
//#define CORNER_D
#define lv2_cf XBR_LV2_COEFFICIENT
#define texCoord TEX0
#define t1 TEX1
#define t2 TEX2
#define t3 TEX3
#define t4 TEX4
#define t5 TEX5
#define t6 TEX6
#define t7 TEX7
#if defined(VERTEX)
#if __VERSION__ >= 130
#define OUT out
#define IN in
#define tex2D texture
#else
#define OUT varying
#define IN attribute
#define tex2D texture2D
#endif
#ifdef GL_ES
#define PRECISION mediump
#else
#define PRECISION
#endif
IN vec4 VertexCoord;
IN vec4 Color;
IN vec2 TexCoord;
OUT vec4 color;
OUT vec2 texCoord;
OUT vec4 t1;
OUT vec4 t2;
OUT vec4 t3;
OUT vec4 t4;
OUT vec4 t5;
OUT vec4 t6;
OUT vec4 t7;
uniform mat4 MVPMatrix;
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
void main()
{
gl_Position = MVPMatrix * VertexCoord;
color = Color;
float dx = (1.0/TextureSize.x);
float dy = (1.0/TextureSize.y);
texCoord = TexCoord;
texCoord.x *= 1.00000001;
t1 = TexCoord.xxxy + vec4( -dx, 0, dx,-2.0*dy); // A1 B1 C1
t2 = TexCoord.xxxy + vec4( -dx, 0, dx, -dy); // A B C
t3 = TexCoord.xxxy + vec4( -dx, 0, dx, 0); // D E F
t4 = TexCoord.xxxy + vec4( -dx, 0, dx, dy); // G H I
t5 = TexCoord.xxxy + vec4( -dx, 0, dx, 2.0*dy); // G5 H5 I5
t6 = TexCoord.xyyy + vec4(-2.0*dx,-dy, 0, dy); // A0 D0 G0
t7 = TexCoord.xyyy + vec4( 2.0*dx,-dy, 0, dy); // C4 F4 I4
}
#elif defined(FRAGMENT)
#if __VERSION__ >= 130
#define IN in
#define tex2D texture
out vec4 FragColor;
#else
#define IN varying
#define FragColor gl_FragColor
#define tex2D texture2D
#endif
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PRECISION mediump
#else
#define PRECISION
#endif
uniform PRECISION int FrameDirection;
uniform PRECISION int FrameCount;
uniform PRECISION vec2 OutputSize;
uniform PRECISION vec2 TextureSize;
uniform PRECISION vec2 InputSize;
uniform sampler2D decal;
IN vec2 texCoord;
IN vec4 t1;
IN vec4 t2;
IN vec4 t3;
IN vec4 t4;
IN vec4 t5;
IN vec4 t6;
IN vec4 t7;
#ifdef PARAMETER_UNIFORM
uniform PRECISION float XBR_EQ_THRESHOLD;
uniform PRECISION float XBR_LV2_COEFFICIENT;
#else
#define XBR_EQ_THRESHOLD 0.6
#define XBR_LV2_COEFFICIENT 2.0
#endif
// END PARAMETERS //
const vec3 Y = vec3(0.2126, 0.7152, 0.0722);
// Difference between vector components.
vec4 df(vec4 A, vec4 B)
{
return vec4(abs(A-B));
}
// Compare two vectors and return their components are different.
vec4 diff(vec4 A, vec4 B)
{
return vec4(notEqual(A, B));
}
// Determine if two vector components are equal based on a threshold.
vec4 eq(vec4 A, vec4 B)
{
return (step(df(A, B), vec4(XBR_EQ_THRESHOLD)));
}
// Determine if two vector components are NOT equal based on a threshold.
vec4 neq(vec4 A, vec4 B)
{
return (vec4(1.0, 1.0, 1.0, 1.0) - eq(A, B));
}
// Weighted distance.
vec4 wd(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + 4.0*df(g,h));
}
vec4 weighted_distance(vec4 a, vec4 b, vec4 c, vec4 d, vec4 e, vec4 f, vec4 g, vec4 h, vec4 i, vec4 j, vec4 k, vec4 l)
{
return (df(a,b) + df(a,c) + df(d,e) + df(d,f) + df(i,j) + df(k,l) + 2.0*df(g,h));
}
float c_df(vec3 c1, vec3 c2)
{
vec3 df = abs(c1 - c2);
return df.r + df.g + df.b;
}
void main()
{
vec4 edri, edr, edr_l, edr_u; // px = pixel, edr = edge detection rule
vec4 irlv1, irlv2l, irlv2u, block_3d;
bvec4 nc, px;
vec4 fx, fx_l, fx_u; // inequations of straight lines.
vec2 fp = fract(texCoord*TextureSize);
vec3 A1 = tex2D(decal, t1.xw ).xyz;
vec3 B1 = tex2D(decal, t1.yw ).xyz;
vec3 C1 = tex2D(decal, t1.zw ).xyz;
vec3 A = tex2D(decal, t2.xw ).xyz;
vec3 B = tex2D(decal, t2.yw ).xyz;
vec3 C = tex2D(decal, t2.zw ).xyz;
vec3 D = tex2D(decal, t3.xw ).xyz;
vec3 E = tex2D(decal, t3.yw ).xyz;
vec3 F = tex2D(decal, t3.zw ).xyz;
vec3 G = tex2D(decal, t4.xw ).xyz;
vec3 H = tex2D(decal, t4.yw ).xyz;
vec3 I = tex2D(decal, t4.zw ).xyz;
vec3 G5 = tex2D(decal, t5.xw ).xyz;
vec3 H5 = tex2D(decal, t5.yw ).xyz;
vec3 I5 = tex2D(decal, t5.zw ).xyz;
vec3 A0 = tex2D(decal, t6.xy ).xyz;
vec3 D0 = tex2D(decal, t6.xz ).xyz;
vec3 G0 = tex2D(decal, t6.xw ).xyz;
vec3 C4 = tex2D(decal, t7.xy ).xyz;
vec3 F4 = tex2D(decal, t7.xz ).xyz;
vec3 I4 = tex2D(decal, t7.xw ).xyz;
vec4 b = mul( mat4x3(B, D, H, F), Y );
vec4 c = mul( mat4x3(C, A, G, I), Y );
vec4 e = mul( mat4x3(E, E, E, E), Y );
vec4 d = b.yzwx;
vec4 f = b.wxyz;
vec4 g = c.zwxy;
vec4 h = b.zwxy;
vec4 i = c.wxyz;
vec4 i4 = mul( mat4x3(I4, C1, A0, G5), Y );
vec4 i5 = mul( mat4x3(I5, C4, A1, G0), Y );
vec4 h5 = mul( mat4x3(H5, F4, B1, D0), Y );
vec4 f4 = h5.yzwx;
vec4 Ao = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bo = vec4( 1.0, 1.0, -1.0,-1.0 );
vec4 Co = vec4( 1.5, 0.5, -0.5, 0.5 );
vec4 Ax = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 Bx = vec4( 0.5, 2.0, -0.5,-2.0 );
vec4 Cx = vec4( 1.0, 1.0, -0.5, 0.0 );
vec4 Ay = vec4( 1.0, -1.0, -1.0, 1.0 );
vec4 By = vec4( 2.0, 0.5, -2.0,-0.5 );
vec4 Cy = vec4( 2.0, 0.0, -1.0, 0.5 );
// These inequations define the line below which interpolation occurs.
fx = vec4(greaterThan(Ao*fp.y+Bo*fp.x, Co));
fx_l = vec4(greaterThan(Ax*fp.y+Bx*fp.x, Cx));
fx_u = vec4(greaterThan(Ay*fp.y+By*fp.x, Cy));
#ifdef CORNER_A
irlv1 = diff(e,f) * diff(e,h);
#endif
#ifdef CORNER_B
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c));
#endif
#ifdef CORNER_D
vec4 c1 = i4.yzwx;
vec4 g0 = i5.wxyz;
irlv1 = (neq(f,b) * neq(h,d) + eq(e,i) * neq(f,i4) * neq(h,i5) + eq(e,g) + eq(e,c) ) * (diff(f,f4) * diff(f,i) + diff(h,h5) * diff(h,i) + diff(h,g) + diff(f,c) + eq(b,c1) * eq(d,g0));
#endif
#ifdef CORNER_C
irlv1 = (neq(f,b) * neq(f,c) + neq(h,d) * neq(h,g) + eq(e,i) * (neq(f,f4) * neq(f,i4) + neq(h,h5) * neq(h,i5)) + eq(e,g) + eq(e,c));
#endif
irlv2l = diff(e,g) * diff(d,g);
irlv2u = diff(e,c) * diff(b,c);
vec4 wd1 = wd( e, c, g, i, h5, f4, h, f);
vec4 wd2 = wd( h, d, i5, f, i4, b, e, i);
edri = step(wd1, wd2) * irlv1;
edr = step(wd1 + vec4(0.1, 0.1, 0.1, 0.1), wd2) * step(vec4(0.5, 0.5, 0.5, 0.5), irlv1);
edr_l = step( lv2_cf*df(f,g), df(h,c) ) * irlv2l * edr;
edr_u = step( lv2_cf*df(h,c), df(f,g) ) * irlv2u * edr;
nc = bvec4( edr * ( fx + edr_l * (fx_l)) + edr_u * fx_u);
px = lessThanEqual(df(e, f), df(e, h));
vec3 res1 = nc.x ? px.x ? F : H : nc.y ? px.y ? B : F : nc.z ? px.z ? D : B : E;
vec3 res2 = nc.w ? px.w ? H : D : nc.z ? px.z ? D : B : nc.y ? px.y ? B : F : E;
vec2 df12 = abs( mul( mat2x3(res1, res2), Y ) - e.xy);
vec3 res = mix(res1, res2, step(df12.x, df12.y));
FragColor.xyz = res;
}
#endif

@ -0,0 +1,375 @@
/*
Hyllian's xBR-vertex code and texel mapping
Copyright (C) 2011/2016 Hyllian - sergiogdb@gmail.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
// This shader also uses code and/or concepts from xBRZ as it appears
// in the Desmume source code. The license for which is as follows:
// ****************************************************************************
// * This file is part of the HqMAME project. It is distributed under *
// * GNU General Public License: http://www.gnu.org/licenses/gpl-3.0 *
// * Copyright (C) Zenju (zenju AT gmx DOT de) - All Rights Reserved *
// * *
// * Additionally and as a special exception, the author gives permission *
// * to link the code of this program with the MAME library (or with modified *
// * versions of MAME that use the same license as MAME), and distribute *
// * linked combinations including the two. You must obey the GNU General *
// * Public License in all respects for all of the code used other than MAME. *
// * If you modify this file, you may extend this exception to your version *
// * of the file, but you are not obligated to do so. If you do not wish to *
// * do so, delete this exception statement from your version. *
// ****************************************************************************
#if defined(VERTEX)
#if __VERSION__ >= 130
#define COMPAT_VARYING out
#define COMPAT_ATTRIBUTE in
#define COMPAT_TEXTURE texture
#else
#define COMPAT_VARYING varying
#define COMPAT_ATTRIBUTE attribute
#define COMPAT_TEXTURE texture2D
#endif
#ifdef GL_ES
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
COMPAT_ATTRIBUTE vec4 VertexCoord;
COMPAT_ATTRIBUTE vec4 COLOR;
COMPAT_ATTRIBUTE vec4 TexCoord;
COMPAT_VARYING vec4 COL0;
COMPAT_VARYING vec4 TEX0;
vec4 _oPosition1;
uniform mat4 MVPMatrix;
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
// compatibility #defines
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#ifdef PARAMETER_UNIFORM
uniform COMPAT_PRECISION float WHATEVER;
#else
#define WHATEVER 0.0
#endif
void main()
{
gl_Position = MVPMatrix * VertexCoord;
TEX0.xy = TexCoord.xy * 1.0001;
}
#elif defined(FRAGMENT)
#ifdef GL_ES
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define COMPAT_PRECISION mediump
#else
#define COMPAT_PRECISION
#endif
#if __VERSION__ >= 130
#define COMPAT_VARYING in
#define COMPAT_TEXTURE texture
out COMPAT_PRECISION vec4 FragColor;
#else
#define COMPAT_VARYING varying
#define FragColor gl_FragColor
#define COMPAT_TEXTURE texture2D
#endif
uniform COMPAT_PRECISION int FrameDirection;
uniform COMPAT_PRECISION int FrameCount;
uniform COMPAT_PRECISION vec2 OutputSize;
uniform COMPAT_PRECISION vec2 TextureSize;
uniform COMPAT_PRECISION vec2 InputSize;
uniform sampler2D Texture;
COMPAT_VARYING vec4 TEX0;
// compatibility #defines
#define Source Texture
#define vTexCoord TEX0.xy
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
#define OutSize vec4(OutputSize, 1.0 / OutputSize)
#define BLEND_NONE 0
#define BLEND_NORMAL 1
#define BLEND_DOMINANT 2
#define LUMINANCE_WEIGHT 1.0
#define EQUAL_COLOR_TOLERANCE 30.0/255.0
#define STEEP_DIRECTION_THRESHOLD 2.2
#define DOMINANT_DIRECTION_THRESHOLD 3.6
float DistYCbCr(vec3 pixA, vec3 pixB)
{
const vec3 w = vec3(0.2627, 0.6780, 0.0593);
const float scaleB = 0.5 / (1.0 - w.b);
const float scaleR = 0.5 / (1.0 - w.r);
vec3 diff = pixA - pixB;
float Y = dot(diff.rgb, w);
float Cb = scaleB * (diff.b - Y);
float Cr = scaleR * (diff.r - Y);
return sqrt(((LUMINANCE_WEIGHT * Y) * (LUMINANCE_WEIGHT * Y)) + (Cb * Cb) + (Cr * Cr));
}
bool IsPixEqual(const vec3 pixA, const vec3 pixB)
{
return (DistYCbCr(pixA, pixB) < EQUAL_COLOR_TOLERANCE);
}
float get_left_ratio(vec2 center, vec2 origin, vec2 direction, vec2 scale)
{
vec2 P0 = center - origin;
vec2 proj = direction * (dot(P0, direction) / dot(direction, direction));
vec2 distv = P0 - proj;
vec2 orth = vec2(-direction.y, direction.x);
float side = sign(dot(P0, orth));
float v = side * length(distv * scale);
// return step(0, v);
return smoothstep(-sqrt(2.0)/2.0, sqrt(2.0)/2.0, v);
}
#define eq(a,b) (a == b)
#define neq(a,b) (a != b)
#define P(x,y) COMPAT_TEXTURE(Source, coord + SourceSize.zw * vec2(x, y)).rgb
void main()
{
//---------------------------------------
// Input Pixel Mapping: -|x|x|x|-
// x|A|B|C|x
// x|D|E|F|x
// x|G|H|I|x
// -|x|x|x|-
vec2 scale = OutputSize.xy * SourceSize.zw;
vec2 pos = fract(vTexCoord * SourceSize.xy) - vec2(0.5, 0.5);
vec2 coord = vTexCoord - pos * SourceSize.zw;
vec3 A = P(-1.,-1.);
vec3 B = P( 0.,-1.);
vec3 C = P( 1.,-1.);
vec3 D = P(-1., 0.);
vec3 E = P( 0., 0.);
vec3 F = P( 1., 0.);
vec3 G = P(-1., 1.);
vec3 H = P( 0., 1.);
vec3 I = P( 1., 1.);
// blendResult Mapping: x|y|
// w|z|
ivec4 blendResult = ivec4(BLEND_NONE,BLEND_NONE,BLEND_NONE,BLEND_NONE);
// Preprocess corners
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if (!((eq(E,F) && eq(H,I)) || (eq(E,H) && eq(F,I))))
{
float dist_H_F = DistYCbCr(G, E) + DistYCbCr(E, C) + DistYCbCr(P(0,2), I) + DistYCbCr(I, P(2.,0.)) + (4.0 * DistYCbCr(H, F));
float dist_E_I = DistYCbCr(D, H) + DistYCbCr(H, P(1,2)) + DistYCbCr(B, F) + DistYCbCr(F, P(2.,1.)) + (4.0 * DistYCbCr(E, I));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_H_F) < dist_E_I;
blendResult.z = ((dist_H_F < dist_E_I) && neq(E,F) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if (!((eq(D,E) && eq(G,H)) || (eq(D,G) && eq(E,H))))
{
float dist_G_E = DistYCbCr(P(-2.,1.) , D) + DistYCbCr(D, B) + DistYCbCr(P(-1.,2.), H) + DistYCbCr(H, F) + (4.0 * DistYCbCr(G, E));
float dist_D_H = DistYCbCr(P(-2.,0.) , G) + DistYCbCr(G, P(0.,2.)) + DistYCbCr(A, E) + DistYCbCr(E, I) + (4.0 * DistYCbCr(D, H));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_H) < dist_G_E;
blendResult.w = ((dist_G_E > dist_D_H) && neq(E,D) && neq(E,H)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if (!((eq(B,C) && eq(E,F)) || (eq(B,E) && eq(C,F))))
{
float dist_E_C = DistYCbCr(D, B) + DistYCbCr(B, P(1.,-2.)) + DistYCbCr(H, F) + DistYCbCr(F, P(2.,-1.)) + (4.0 * DistYCbCr(E, C));
float dist_B_F = DistYCbCr(A, E) + DistYCbCr(E, I) + DistYCbCr(P(0.,-2.), C) + DistYCbCr(C, P(2.,0.)) + (4.0 * DistYCbCr(B, F));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_B_F) < dist_E_C;
blendResult.y = ((dist_E_C > dist_B_F) && neq(E,B) && neq(E,F)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if (!((eq(A,B) && eq(D,E)) || (eq(A,D) && eq(B,E))))
{
float dist_D_B = DistYCbCr(P(-2.,0.), A) + DistYCbCr(A, P(0.,-2.)) + DistYCbCr(G, E) + DistYCbCr(E, C) + (4.0 * DistYCbCr(D, B));
float dist_A_E = DistYCbCr(P(-2.,-1.), D) + DistYCbCr(D, H) + DistYCbCr(P(-1.,-2.), B) + DistYCbCr(B, F) + (4.0 * DistYCbCr(A, E));
bool dominantGradient = (DOMINANT_DIRECTION_THRESHOLD * dist_D_B) < dist_A_E;
blendResult.x = ((dist_D_B < dist_A_E) && neq(E,D) && neq(E,B)) ? ((dominantGradient) ? BLEND_DOMINANT : BLEND_NORMAL) : BLEND_NONE;
}
vec3 res = E;
// Pixel Tap Mapping: -|-|-|-|-
// -|-|B|C|-
// -|D|E|F|x
// -|G|H|I|x
// -|-|x|x|-
if(blendResult.z != BLEND_NONE)
{
float dist_F_G = DistYCbCr(F, G);
float dist_H_C = DistYCbCr(H, C);
bool doLineBlend = (blendResult.z == BLEND_DOMINANT ||
!((blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) || (blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) ||
(IsPixEqual(G, H) && IsPixEqual(H, I) && IsPixEqual(I, F) && IsPixEqual(F, C) && !IsPixEqual(E, I))));
vec2 origin = vec2(0.0, 1.0 / sqrt(2.0));
vec2 direction = vec2(1.0, -1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_F_G <= dist_H_C) && neq(E,G) && neq(D,G);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_H_C <= dist_F_G) && neq(E,C) && neq(B,C);
origin = haveShallowLine? vec2(0.0, 0.25) : vec2(0.0, 0.5);
direction.x += haveShallowLine? 1.0: 0.0;
direction.y -= haveSteepLine? 1.0: 0.0;
}
vec3 blendPix = mix(H,F, step(DistYCbCr(E, F), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|-|-|-
// -|A|B|-|-
// x|D|E|F|-
// x|G|H|I|-
// -|x|x|-|-
if(blendResult.w != BLEND_NONE)
{
float dist_H_A = DistYCbCr(H, A);
float dist_D_I = DistYCbCr(D, I);
bool doLineBlend = (blendResult.w == BLEND_DOMINANT ||
!((blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) || (blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) ||
(IsPixEqual(A, D) && IsPixEqual(D, G) && IsPixEqual(G, H) && IsPixEqual(H, I) && !IsPixEqual(E, G))));
vec2 origin = vec2(-1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(1.0, 1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_H_A <= dist_D_I) && neq(E,A) && neq(B,A);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_D_I <= dist_H_A) && neq(E,I) && neq(F,I);
origin = haveShallowLine? vec2(-0.25, 0.0) : vec2(-0.5, 0.0);
direction.y += haveShallowLine? 1.0: 0.0;
direction.x += haveSteepLine? 1.0: 0.0;
}
origin = origin;
direction = direction;
vec3 blendPix = mix(H,D, step(DistYCbCr(E, D), DistYCbCr(E, H)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|-|x|x|-
// -|A|B|C|x
// -|D|E|F|x
// -|-|H|I|-
// -|-|-|-|-
if(blendResult.y != BLEND_NONE)
{
float dist_B_I = DistYCbCr(B, I);
float dist_F_A = DistYCbCr(F, A);
bool doLineBlend = (blendResult.y == BLEND_DOMINANT ||
!((blendResult.x != BLEND_NONE && !IsPixEqual(E, I)) || (blendResult.z != BLEND_NONE && !IsPixEqual(E, A)) ||
(IsPixEqual(I, F) && IsPixEqual(F, C) && IsPixEqual(C, B) && IsPixEqual(B, A) && !IsPixEqual(E, C))));
vec2 origin = vec2(1.0 / sqrt(2.0), 0.0);
vec2 direction = vec2(-1.0, -1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_B_I <= dist_F_A) && neq(E,I) && neq(H,I);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_F_A <= dist_B_I) && neq(E,A) && neq(D,A);
origin = haveShallowLine? vec2(0.25, 0.0) : vec2(0.5, 0.0);
direction.y -= haveShallowLine? 1.0: 0.0;
direction.x -= haveSteepLine? 1.0: 0.0;
}
vec3 blendPix = mix(F,B, step(DistYCbCr(E, B), DistYCbCr(E, F)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
// Pixel Tap Mapping: -|x|x|-|-
// x|A|B|C|-
// x|D|E|F|-
// -|G|H|-|-
// -|-|-|-|-
if(blendResult.x != BLEND_NONE)
{
float dist_D_C = DistYCbCr(D, C);
float dist_B_G = DistYCbCr(B, G);
bool doLineBlend = (blendResult.x == BLEND_DOMINANT ||
!((blendResult.w != BLEND_NONE && !IsPixEqual(E, C)) || (blendResult.y != BLEND_NONE && !IsPixEqual(E, G)) ||
(IsPixEqual(C, B) && IsPixEqual(B, A) && IsPixEqual(A, D) && IsPixEqual(D, G) && !IsPixEqual(E, A))));
vec2 origin = vec2(0.0, -1.0 / sqrt(2.0));
vec2 direction = vec2(-1.0, 1.0);
if(doLineBlend)
{
bool haveShallowLine = (STEEP_DIRECTION_THRESHOLD * dist_D_C <= dist_B_G) && neq(E,C) && neq(F,C);
bool haveSteepLine = (STEEP_DIRECTION_THRESHOLD * dist_B_G <= dist_D_C) && neq(E,G) && neq(H,G);
origin = haveShallowLine? vec2(0.0, -0.25) : vec2(0.0, -0.5);
direction.x -= haveShallowLine? 1.0: 0.0;
direction.y += haveSteepLine? 1.0: 0.0;
}
vec3 blendPix = mix(D,B, step(DistYCbCr(E, B), DistYCbCr(E, D)));
res = mix(res, blendPix, get_left_ratio(pos, origin, direction, scale));
}
FragColor = vec4(res, 1.0);
}
#endif

@ -0,0 +1,67 @@
;
; Default list of maps that the Random Map Selector (tm) will chose from, with weightings.
; Thanks to Xeno for making the list of mapnames!
;
; Structure of this file (quite simple)
;
; +Group_name
; <weight> <mapname>
; <weight> <mapname>
; ...
; +Group_name
; ...
;
; NOTE: If you want to disable a group, just remove the + since all lines that doesn't start with either an
; integer or a + will be considered as groups to ignore. (and no +10 won't count as an integer). If you want
; to disable a specific map, just delete the line or perhaps set the weight to 0.
;
; About the weightings: They are an INTEGER, and the chance for getting a certain map is proportional to
; <map_weighting> / <sum_of_all>.
+ORIGINAL TA MAPS
100 Brilliant Cut Lake
100 Cluster Freak
100 Comet Catcher
100 Gasplant Plain
100 [V] Aelston
100 [V] Anarky
100 [V] Apache Canyon
100 [V] Aramon Shores
100 [V] Astral Arena
100 [V] Back to War
100 [V] Brain Coral
100 [V] Bullet Holes
100 [V] Burnt Hills
100 [V] Capacitor
100 [V] Cappa
100 [V] Celestial
100 [V] Death Valley
100 [V] Duel - Acid
100 [V] Duel - Aramon
100 [V] Duel - Crystal
100 [V] Duel - Green
100 [V] Flasheller
100 [V] Gods of War 2
100 [V] Gods of Adaman
100 [V] Great Divide x2
100 [V] Green Ace Extended
100 [V] Irish Desert
100 [V] Island Stretch
100 [V] King of the Hill
100 [V] Matty's Clutch
100 [V] Matty's Pass
100 [V] Mesopotania
100 [V] Molten Floods
100 [V] Nuggenland
100 [V] Plains of Salt 2
100 [V] Sail Here
100 [V] Slate Meltdown
100 [V] Slated Hatred
100 [V] This Type of Thinking
100 [V] Utopia
100 [V] Volcano
100 [V] Water Corridor

BIN
TADemo/SERVER.EXE (Stored with Git LFS)

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@ -0,0 +1,99 @@
;
; TA Demo Recoder 0.90ß.
;
; This file describes different groups of units.
; You can therefore add 3rd party units etc to this list if you feel like.
;
; The hex-number <unitid> is the same number that is saved in a unit restrictions file. Don't know
; how that is related to the unit, or if it can be found in the unit's file somewhere. So if
; you know, feel free to enlighten me.
;
; If you add stuff to the file, you could always send it to me so that future releases of TA Demo can
; recognize what 3rd-party units was used. (If there should happen to be a nice easy way to get the unit
; names from those id numbers, this file might become obsolete)
;
; Edited by Fnordia 990220
; 991027
; 000219
; 010318
;
;
; Syntax: (very simple)
;
; = <group name / unit name>
; <unitid>
; <unitid>
; <...>
;
; = <group name>
;
; etc..
;
; update: only units in one of the +-groups will show. with the group furthest down takes presedence.
; however, the units before the first +-group will be tested for all groups
; I just added one unit to CC cuz I'm lazy. Btw, it's inclusive, so if any unit in the groups list were
; enabled in the game, this group's name will be listed under used units.
=BAI
6da73737
=Queller
; albatross
62cc5579
=Counterstrike
; fluxor
9a34465c
+regular ta
=Core Contingency
; it's the nixter btw. :)
848ebee6
=ARM Flea
371d264a
=ARM Scarab
6b81b8be
=CORE Hedgehog
763476f4
=CORE Immolator
3fcf5935
=ARM Fast Attack-Repair Kbot
d6d867f3
=CORE Necro
f4c81832
+uberhack 1.0
=UberHack 1.0 TAEC
; The anemone
b9f36d39
+uberhack 1.1
=Uberhack 1.1
; the gimp
16b40f07
=TAEC units
; the thumper hehe
a89cec32
+uberhack 3.0
=Uberhack 3.0
;centurion
3b978743
+xta 0.8
=XTA 0.8
f804eafe
+xta betas
=XTA pre1.0
; fortwall
6d197dcf

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TADemoM.ufo (Stored with Git LFS)

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BIN
TotalA.exe (Stored with Git LFS)

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BIN
bass.dll (Stored with Git LFS)

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BIN
basscd.dll (Stored with Git LFS)

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BIN
bassflac.dll (Stored with Git LFS)

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BIN
bassmix.dll (Stored with Git LFS)

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BIN
basswasapi.dll (Stored with Git LFS)

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BIN
cnc-ddraw config.exe (Stored with Git LFS)

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ddraw.dll (Stored with Git LFS)

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@ -0,0 +1,899 @@
; cnc-ddraw - https://github.com/FunkyFr3sh/cnc-ddraw
[ddraw]
; ### Optional settings ###
; Use the following settings to adjust the look and feel to your liking
; Stretch to custom resolution, 0 = defaults to the size game requests
width=0
height=0
; Override the width/height settings shown above and always stretch to fullscreen
; Note: Can be combined with 'windowed=true' to get windowed-fullscreen aka borderless mode
fullscreen=true
; Run in windowed mode rather than going fullscreen
windowed=true
; Maintain aspect ratio
maintas=false
; Windowboxing / Integer Scaling
boxing=false
; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap
; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks='
maxfps=-1
; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl*/direct3d9*')
; Note: vsync=true can fix tearing but it will cause input lag
vsync=false
; Automatic mouse sensitivity scaling
; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window
adjmouse=false
; Preliminary libretro shader support - (Requires 'renderer=opengl*') https://github.com/libretro/glsl-shaders
; 2x scaling example: https://imgur.com/a/kxsM1oY - 4x scaling example: https://imgur.com/a/wjrhpFV
; You can specify a full path to a .glsl shader file here or use one of the values listed below
; Possible values: Nearest neighbor, Bilinear, Bicubic, Lanczos, xBR-lv2
shader=Shaders\cubic\catmull-rom-bilinear.glsl
; Window position, -32000 = center to screen
posX=-32000
posY=-32000
; Renderer, possible values: auto, opengl, openglcore, gdi, direct3d9, direct3d9on12 (auto = try direct3d9/opengl, fallback = gdi)
renderer=opengl
; Developer mode (don't lock the cursor)
devmode=false
; Show window borders in windowed mode
border=true
; Save window position/size/state on game exit and restore it automatically on next game start
; Possible values: 0 = disabled, 1 = save to global 'ddraw' section, 2 = save to game specific section
savesettings=1
; Should the window be resizable by the user in windowed mode?
resizable=true
; Upscaling filter for the direct3d9* renderers
; Possible values: 0 = nearest-neighbor, 1 = bilinear, 2 = bicubic, 3 = lanczos (bicubic/lanczos only support 16/32bit color depth games)
d3d9_filter=2
; Enable upscale hack for high resolution patches (Supports C&C1, Red Alert 1 and KKND Xtreme)
vhack=false
; Where should screenshots be saved
screenshotdir=.\Screenshots\
; Switch between windowed/borderless modes with alt+enter rather than windowed/fullscreen modes
toggle_borderless=true
; Switch between windowed/fullscreen upscaled modes with alt+enter rather than windowed/fullscreen modes
toggle_upscaled=false
; ### Compatibility settings ###
; Use the following settings in case there are any issues with the game
; Hide WM_ACTIVATEAPP and WM_NCACTIVATE messages to prevent problems on alt+tab
noactivateapp=false
; Max game ticks per second, possible values: -1 = disabled, -2 = refresh rate, 0 = emulate 60hz vblank, 1-1000 = custom game speed
; Note: Can be used to slow down a too fast running game, fix flickering or too fast animations
; Note: Usually one of the following values will work: 60 / 30 / 25 / 20 / 15 (lower value = slower game speed)
maxgameticks=0
; Force minimum FPS, possible values: 0 = disabled, -1 = use 'maxfps=' value, -2 = same as -1 but force full redraw, 1-1000 = custom FPS
; Note: Set this to a low value such as 5 or 10 if some parts of the game are not being displayed (e.g. menus or loading screens)
minfps=0
; Disable fullscreen-exclusive mode for the direct3d9*/opengl* renderers
; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible
nonexclusive=false
; Force CPU0 affinity, avoids crashes/freezing, *might* have a performance impact
; Note: Disable this if the game is not running smooth or there are sound issues
singlecpu=false
; Available resolutions, possible values: 0 = Small list, 1 = Very small list, 2 = Full list
; Note: Set this to 2 if your chosen resolution is not working or does not show up in the list
; Note: Set this to 1 if the game is crashing on startup
resolutions=0
; Child window handling, possible values: 0 = Disabled, 1 = Display top left, 2 = Display top left + repaint, 3 = Hide
; Note: Disables upscaling if a child window was detected (to ensure the game is fully playable, may look weird though)
fixchilds=2
; Enable one of the following settings if your cursor doesn't work properly when upscaling is enabled
hook_peekmessage=false
hook_getmessage=false
; Undocumented settings - You may or may not change these (You should rather focus on the settings above)
releasealt=false
game_handles_close=true
fixnotresponding=false
hook=4
guard_lines=200
max_resolutions=32
limit_bltfast=false
lock_surfaces=true
allow_wmactivate=false
flipclear=false
fixmousehook=false
rgb555=false
no_dinput_hook=false
refresh_rate=0
anti_aliased_fonts_min_size=13
custom_width=0
custom_height=0
min_font_size=0
direct3d_passthrough=false
; ### Hotkeys ###
; Use the following settings to configure your hotkeys, 0x00 = disabled
; Virtual-Key Codes: https://docs.microsoft.com/en-us/windows/win32/inputdev/virtual-key-codes
; Switch between windowed and fullscreen mode = [Alt] + ???
keytogglefullscreen=0x0D
; Maximize window = [Alt] + ???
keytogglemaximize=0x22
; Unlock cursor 1 = [Ctrl] + ???
keyunlockcursor1=0x09
; Unlock cursor 2 = [Right Alt] + ???
keyunlockcursor2=0xA3
; Screenshot
keyscreenshot=0x2C
; ### Config program settings ###
; The following settings are for cnc-ddraw config.exe
; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french, italian
configlang=auto
; cnc-ddraw config program theme, possible values: Windows10, Cobalt XEMedia
configtheme=Windows10
; Hide the 'Compatibility Settings' tab in cnc-ddraw config
hide_compat_tab=false
; Allow the users to 'Restore default settings' via cnc-ddraw config
allow_reset=true
; ### Game specific settings ###
; The following settings override all settings shown above, section name = executable name
; Atrox
[Atrox]
fixchilds=0
allow_wmactivate=true
; Atomic Bomberman
[BM]
maxgameticks=60
; Age of Empires
[empires]
nonexclusive=true
adjmouse=true
resolutions=2
; Age of Empires: The Rise of Rome
[empiresx]
nonexclusive=true
adjmouse=true
resolutions=2
; Age of Empires II
[EMPIRES2]
nonexclusive=true
adjmouse=true
; Age of Empires II: The Conquerors
[age2_x1]
nonexclusive=true
adjmouse=true
; American Conquest / Cossacks
[DMCR]
resolutions=2
guard_lines=300
minfps=-2
; Age of Wonders 2
[AoW2]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders 2
[AoW2Compat]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders 2 Config Tool
[aow2Setup]
resolutions=2
; Age of Wonders: Shadow Magic
[AoWSM]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders: Shadow Magic
[AoWSMCompat]
resolutions=2
renderer=opengl
singlecpu=false
; Age of Wonders: Shadow Magic Config Tool
[AoWSMSetup]
resolutions=2
; Anstoss 3
[anstoss3]
renderer=gdi
adjmouse=true
; Anno 1602
[1602]
adjmouse=true
; Alien Nations
[AN]
adjmouse=true
; Atlantis
[ATLANTIS]
renderer=opengl
maxgameticks=60
; Airline Tycoon Deluxe
[AT]
fixchilds=0
; Baldur's Gate II
; Note: 'Use 3D Acceleration' must be disabled and 'Full Screen' must be enabled in BGConfig.exe
[BGMain]
resolutions=2
; BALDR FORCE EXE
[BaldrForce]
noactivateapp=true
; Blade & Sword
[comeon]
maxgameticks=60
fixchilds=3
; Blood II - The Chosen / Shogo - Mobile Armor Division
[Client]
checkfile=.\SOUND.REZ
noactivateapp=true
; Carmageddon
[CARMA95]
noactivateapp=true
flipclear=true
; Carmageddon
[CARM95]
noactivateapp=true
flipclear=true
; Carmageddon 2
[Carma2_SW]
noactivateapp=true
; Captain Claw
[claw]
adjmouse=true
noactivateapp=true
nonexclusive=true
; Command & Conquer: Sole Survivor
[SOLE]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer Gold - CnCNet
[cnc95]
maxfps=125
; Command & Conquer Gold
[C&C95]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer: Red Alert - CnCNet
[ra95-spawn]
maxfps=125
; Command & Conquer: Red Alert
[ra95]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer: Red Alert
[ra95_Mod-Launcher]
maxgameticks=120
maxfps=60
minfps=-1
; Command & Conquer: Red Alert
[ra95p]
maxfps=60
minfps=-1
; Command & Conquer: Tiberian Sun / Command & Conquer: Red Alert 2
[game]
checkfile=.\blowfish.dll
tshack=true
noactivateapp=true
adjmouse=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Tiberian Sun Demo
[SUN]
noactivateapp=true
tshack=true
adjmouse=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Tiberian Sun - CnCNet
[ts-spawn]
noactivateapp=true
tshack=true
adjmouse=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2 - XWIS
[ra2]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2 - XWIS
[Red Alert 2]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge
[gamemd]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge - ?ModExe?
[ra2md]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge - CnCNet
[gamemd-spawn]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Command & Conquer: Red Alert 2: Yuri's Revenge - XWIS
[Yuri's Revenge]
noactivateapp=true
tshack=true
maxfps=60
minfps=-1
maintas=false
boxing=false
; Commandos
[comandos]
maxgameticks=-1
; Commandos
[comandos_w10]
maxgameticks=-1
; Caesar III
[c3]
nonexclusive=true
adjmouse=true
; Chris Sawyer's Locomotion
[LOCO]
adjmouse=true
; Cultures 2
[Cultures2]
adjmouse=true
; Cultures 2 MP
[Cultures2MP]
adjmouse=true
; Close Combat 2: A Bridge Too Far
[cc2]
adjmouse=true
nonexclusive=true
; Close Combat 3: The Russian Front
[cc3]
adjmouse=true
nonexclusive=true
; Close Combat 4: The Battle of the Bulge
[cc4]
adjmouse=true
nonexclusive=true
; Close Combat 5: Invasion: Normandy
[cc5]
adjmouse=true
nonexclusive=true
; Call To Power 2
[ctp2]
maintas=false
boxing=false
; Corsairs Gold
[corsairs]
adjmouse=true
; Divine Divinity
[div]
resolutions=2
singlecpu=false
; Dragon Throne: Battle of Red Cliffs
[AdSanguo]
maxgameticks=60
noactivateapp=true
limit_bltfast=true
; Dark Reign: The Future of War
[DKReign]
maxgameticks=60
; Dungeon Keeper 2
[DKII]
maxgameticks=60
noactivateapp=true
; Deadlock 2
[DEADLOCK]
fixchilds=0
adjmouse=false
maintas=false
boxing=false
; Diablo
[Diablo]
devmode=true
; Diablo: Hellfire
[hellfire]
devmode=true
; Escape Velocity Nova
[EV Nova]
hook_peekmessage=true
rgb555=true
keytogglefullscreen=0x46
adjmouse=true
; Economic War
[EcoW]
maxgameticks=60
fixnotresponding=true
; Enemy Infestation
[EI]
hook_getmessage=true
; Fairy Tale About Father Frost, Ivan and Nastya
[mrazik]
guard_lines=0
; Future Cop - L.A.P.D.
[FCopLAPD]
nonexclusive=true
adjmouse=true
; G-Police
[GPOLICE]
maxgameticks=60
; Gangsters: Organized Crime
[gangsters]
adjmouse=true
nonexclusive=true
; Grand Theft Auto
[Grand Theft Auto]
singlecpu=false
; Grand Theft Auto: London 1969
[gta_uk]
singlecpu=false
; Grand Theft Auto: London 1961
[Gta_61]
singlecpu=false
; Gruntz
[GRUNTZ]
adjmouse=true
noactivateapp=true
nonexclusive=true
; Heroes of Might and Magic II: The Succession Wars
[HEROES2W]
adjmouse=true
; Heroes of Might and Magic III
[Heroes3]
game_handles_close=true
; Heroes of Might and Magic III HD Mod
[Heroes3 HD]
game_handles_close=true
; Hard Truck: Road to Victory
[htruck]
maxgameticks=25
renderer=opengl
noactivateapp=true
; Icewind Dale 2
; Note: 'Full Screen' must be enabled in Config.exe
; Note: 1070x602 is the lowest possible 16:9 resolution for the Widescreen patch (600/601 height will crash)
[iwd2]
resolutions=2
custom_width=1070
custom_height=602
; Invictus
[Invictus]
adjmouse=true
renderer=opengl
; Interstate 76
[i76]
adjmouse=true
; Infantry Online
[infantry]
devmode=true
resolutions=2
infantryhack=true
max_resolutions=90
; Jagged Alliance 2
[ja2]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2: Unfinished Business
[JA2UB]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2: Wildfire
[WF6]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2 - UC mod
[JA2_UC]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jagged Alliance 2 - Vengeance Reloaded mod
[JA2_Vengeance]
singlecpu=false
fixmousehook=true
noactivateapp=true
releasealt=true
; Jedi Knight Dark Forces 2
[JK]
direct3d_passthrough=true
; Kings Quest 8
[Mask]
renderer=opengl
; Konung
[konung]
fixchilds=0
; Konung 2
[Konung2]
fixchilds=0
; KKND Xtreme (With high resolution patch)
[KKNDgame]
vhack=true
; KKND2: Krossfire
[KKND2]
noactivateapp=true
; Lionheart
[Lionheart]
hook_peekmessage=true
; Majesty Gold
[Majesty]
minfps=-2
; Majesty Gold HD
[MajestyHD]
adjmouse=true
; Majesty Gold HD
[MajestyHD - Old]
adjmouse=true
; Mech Warrior 3
[Mech3]
nonexclusive=true
; Moorhuhn 2
[Moorhuhn2]
releasealt=true
; New Robinson
[ROBY]
adjmouse=true
hook_peekmessage=true
; Nox
[NOX]
checkfile=.\NOX.ICD
renderer=direct3d9
nonexclusive=false
windowed=false
maxgameticks=125
; Nox Reloaded
[NoxReloaded]
maxgameticks=125
; Nox GOG
[Game/2]
checkfile=.\nox.cfg
maxgameticks=125
; Outlaws
[olwin]
noactivateapp=true
maxgameticks=60
adjmouse=true
renderer=gdi
; Pharaoh
[Pharaoh]
adjmouse=true
; Pax Imperia
[Pax Imperia]
nonexclusive=true
; Railroad Tycoon II
[RT2]
adjmouse=true
; ROAD RASH
[RoadRash]
adjmouse=true
fixchilds=1
; Sim Copter
[SimCopter]
nonexclusive=true
; Settlers 3
[s3]
nonexclusive=true
; Star Trek - Armada
[Armada]
armadahack=true
nonexclusive=true
adjmouse=true
maintas=false
boxing=false
; Star Wars: Galactic Battlegrounds
[battlegrounds]
nonexclusive=true
adjmouse=true
; Star Wars: Galactic Battlegrounds: Clone Campaigns
[battlegrounds_x1]
nonexclusive=true
adjmouse=true
; Starcraft
[StarCraft]
game_handles_close=true
; Space Rangers
[Rangers]
hook_peekmessage=true
; Stronghold Crusader HD
[Stronghold Crusader]
resolutions=2
stronghold_hack=true
adjmouse=true
; Stronghold Crusader Extreme HD
[Stronghold_Crusader_Extreme]
resolutions=2
stronghold_hack=true
adjmouse=true
; Stronghold HD
[Stronghold]
resolutions=2
stronghold_hack=true
adjmouse=true
; Sim City 3000
[SC3]
minfps=-2
; Shadow Watch
[sw]
adjmouse=true
; Shadow Flare
[ShadowFlare]
nonexclusive=true
adjmouse=true
maintas=false
boxing=false
; Total Annihilation (Unofficial Beta Patch v3.9.02)
[TotalA]
max_resolutions=32
lock_surfaces=true
singlecpu=false
; Total Annihilation Replay Viewer (Unofficial Beta Patch v3.9.02)
[Viewer]
max_resolutions=32
lock_surfaces=true
singlecpu=false
; Total Annihilation: Kingdoms
[Kingdoms]
game_handles_close=true
max_resolutions=32
; Three Kingdoms: Fate of the Dragon
[sanguo]
maxgameticks=60
noactivateapp=true
limit_bltfast=true
; RollerCoaster Tycoon
[rct]
no_dinput_hook=true
singlecpu=false
maxfps=0
adjmouse=true
; Twisted Metal
[TWISTED]
nonexclusive=true
maxgameticks=25
minfps=5
; Twisted Metal 2
[Tm2]
nonexclusive=true
maxgameticks=60
adjmouse=true
fixchilds=1
maintas=false
boxing=false
; Tzar: The Burden of the Crown
; Note: Must set 'DIRECTXDEVICE=0' in 'Tzar.ini'
[Tzar]
adjmouse=true
; Uprising
[uprising]
adjmouse=true
; Uprising 2
[Uprising 2]
renderer=opengl
adjmouse=true
; Vermeer
[vermeer]
adjmouse=true
vermeer_hack=true
; Wizardry 8
[Wiz8]
fixmousehook=true
noactivateapp=true
releasealt=true
; Worms Armageddon
[WA]
adjmouse=true
width=0
height=0
resizable=false
; War Wind
[WW]
minfps=-1
; Zeus and Poseidon
[Zeus]
adjmouse=true

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dsound.dll (Stored with Git LFS)

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[Settings]
OptimizeDTEnabled=1
FullRingsEnabled=1
WhiteboardKey=220
MegaMapKey=115
BuildLinesRingsKey=88
MegaMapEmptyRegionColor=92
IncomePosX=1587
IncomePosY=32
IncomeBackgroundEnabled=1
IncomeBackgroundColor=0
IncomeTextBackgroundEnabled=0
IncomeTextBackgroundColor=0
; Total Mayhem advanced settings
; Windowed mode will disable many Total Mayhem features (including some of these) and is not recommended
[Preferences] ; custom settings, if any entry is disabled the "Total Mayhem default" values will be used
; Display minimum resolution
DisplayModeMinHeight768=TRUE;
; This is a setting for the hotfix to fix performance on certain GPUs
; If you weren't affected by the crash and downloaded the fix anyway and it broke your game...
; ...you should set this to FALSE and everything should be fine
;UseVideoMemory=TRUE; Disabled in mdraw.dll
; Unit limit per player
; Set from 20 - 6553 (setting higher than 1500 may cause instability)
; TA v3.1 default is 250
; Total Mayhem default is 1500
UnitLimit = 1500;
; Pathfinding cycles
; Setting too low (such as TA v3.1 default) ruins pathfinding but setting extremely high lowers fps
; TA v3.1 default is 1333
; Total Mayhem default is 66650
AISearchMapEntries = 66650;
; Special effects limit (smoke, etc.)
; Setting too low (such as TA v3.1 default) will degrade visual quality
; This setting is still experimental, if you experience visual issues set to 400
; TA v3.1 default is 400
; Total Mayhem default is 20480
SfxLimit = 20480;
; Unit model size limit
; Set max width and height for unit model drawing buffer
; TA v3.1 default is 600x600
; Total Mayhem default is 1280x1280
X_CompositeBuf = 1280;
Y_CompositeBuf = 1280;
; Unit ID limit
; Set the maximum number of unique unit IDs
; TA v3.1 default is 512
; Total Mayhem default is 16000
UnitType = 16000;
; Weapon ID limit
; Set the maximum number of unique weapon IDs
; TA v3.1 default is 256
; Total Mayhem default is 16000
WeaponType = 16000;
; Weapon ID multiplayer patch
; Set to TRUE to enable increased Weapon ID limit in multiplayer
; Set to FALSE to allow increased Weapon ID limit only in single player
; TA v3.1 default is FALSE
; Total Mayhem default is FALSE (Weapon ID limit increase not yet compatible with Replayer)
MultiGameWeapon = FALSE;
; Double-click selection
; Enable or disable the new "double-click to select all units of the same type on screen" feature
; TA v3.1 default is FALSE
; Total Mayhem default is TRUE
DoubleClick = TRUE;
; Expanded Multiplayer Sharing Menu
; Enable or disable the new expanded multiplayer sharing menu
; TA v3.1 default is FALSE
; Total Mayhem default is TRUE
ShareDialogExpand = TRUE;
; Main menu resolution adjuster
; Set to FALSE to keep main menu resolution at the default 640x480
; Set to TRUE to match main menu resolution to the in-game resolution set via options menu
; If TRUE, the main menu will not be upscaled to fit increased output resolution
; If resolution is not valid, the game will not start (use resolution overrider below to fix)
; TA v3.1 default is FALSE
; Total Mayhem default is FALSE
MenuResolution = FALSE;
; Megamap
; Enable or disable the new megamap
; TA v3.1 default is FALSE
; Total Mayhem default is TRUE
FullScreenMinimap = TRUE;
; Megamap FPS Limit
MegamapFpsLimit = 1000;
; Megamap Icon Configuration File
; Set the location of the megamap's icon configuration file
; Total Mayhem default is .\Icon\iconcfg.ini
MegaMapConfig = .\Icon\iconcfg.ini;
; Megamap Configuration Settings
; Use the fields below to customize the megamap
; Megamap Mouse Wheel Zooming
; Enable or disable ability to zoom in and out of the megamap with the mouse wheel
; Total Mayhem default is TRUE;
WheelZoom = TRUE;
; Megamap Mouse Wheel Zoom In Mode
; Set to TRUE to zoom to the cursor location when rolling the wheel up from the megamap
; Set to FALSE to zoom to the previous camera location when rolling the wheel up from the megamap
; Total Mayhem default is TRUE;
WheelMoveMegaMap = TRUE;
; Megamap Double-Click to Zoom Option
; Enable or disable the option to zoom to the cursor location...
; ...when double-clicking terrain on the megamap
; Total Mayhem default is FALSE;
DoubleClickMoveMegamap = FALSE;
; Megamap Unit Icon Flashing When Under Attack
; Enable or disable megamap unit icon flashing when under attack
UnderAttackFlash=TRUE;
; Megamap Minimum Sensor Range Ring Distances
; Set the minimum sensor values required to display range rings on the megamap
; These settings could be helpful if you want to eliminate clutter from short-ranged rings
; Total Mayhem default is 0 for all sensors
MegamapRadarMinimum = 128;
MegamapSonarMinimum = 128;
MegamapSonarJamMinimum = 64;
MegamapRadarJamMinimum = 64;
MegamapAntiNukeMinimum = 512;
; Player Icon and Line Marker Colors
; Customize the colors of the player minimap/megamap icons and line markers
; Set from 0 to 255 to select colors from the TA indexed color palette
; These settings are disabled by default (remove the semicolons to enable)
Player1DotColors=227; ;Blue
Player2DotColors=202; ;Red
Player3DotColors=251; ;Yellow
Player4DotColors=233; ;Green
Player5DotColors=36; ;Teal
Player6DotColors=253; ;Purple/Magenta
Player7DotColors=81; ;White
Player8DotColors=94; ;Black
Player9DotColors=210; ;Orange
Player10DotColors=67; ;Tan
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
; Player Dot Marker Colors
; Customize the colors of player dot markers by setting a custom icon file
; Edit the example smallcircle.pcx file or create a new icon file
; The icon file must contain all 10 player markers from left to right
; The icon width and height settings must match the dimensions of your icons
; These settings are disabled by default (remove the semicolons to enable)
PerPlayerMarkerWidth=10;
PerPlayerMarkerHeight=10;
PlayerMarkerPcx=Icon\smallcircle.pcx;
[REG] ; registry override settings, if any entry is disabled the last value used will be remembered
; Sound mode
; Set to 0 for no sound, 1 for mono sound, and 2 for 3D positional sound
; When set to 3D, the speaker layout is read from the Windows control panel
; All speaker layouts are supported by the 3D sound engine (stereo, 5.1, 7.1, etc.)
; TA v3.1 default is Mono (dword:1)
; Total Mayhem default is 3D (dword:2)
"Sound Mode" = dword:2
; Max number of simultaneous sounds before sounds are cut off
; Set from 2 - 32 for specific limits or 33 or higher for unlimited
; TA v3.1 default is 8 (dword:8)
; Total Mayhem default is 128 / unlimited (dword:128)
"MixingBuffers" = dword:128
; Default game speed
; Set from 0 - 20 (corresponding to game speed -10 to +10)
; Use plus and minus keys to adjust while playing
; TA and Total Mayhem default is 10 which is equivalent to Normal game speed (dword:10)
"GameSpeed" = dword:10
; Group selection hotkey modifier
; Set to 1 to select unit groups with number key and build menus with ALT + number key
; Set to 0 to select build menus with number key and unit groups with ALT + number key
; TA v3.1 default is 0 (dword:0)
; Total Mayhem default is 1 (dword:1)
"SwitchAlt" = dword:1
; Max number of players in skirmish mode
; Set from 2 - 10
; TA v3.1 default is 4 (dword:4)
; Total Mayhem default is 10 (dword:10)
"NumSkirmishPlayers" = dword:10
; Default setting for display of chat messages from other players
; Set to 1 to enable and 0 to disable
; Use "+screenchat" command in-game to toggle setting for the current game
; TA and Total Mayhem default is 1
"ScreenChat" = dword:1
; Music playback mode
; Set to 1 for Play All, 2 for Random, 3 for Repeat, and 4 for Custom.
; When set to Custom, the game will attempt to use the dynamic build/battle system...
; ...however this mode is buggy and almost never works correctly on modern systems...
; ...resulting in only a single track being played, either stopping thereafter (CD version)...
; ...or looping forever (MP3 version), therefore Random is best for most people
; TA v3.1 default is Custom (dword:4)
; Total Mayhem default is Random (dword:2)
"CDMode" = dword:2
; Resolution overrider (disabled by default)
; Use this to override the resolution set in the options menu (remove semicolons to enable)
; All resolutions and aspect ratios supported by your setup are supported by the game...
; ...as long as they are available in 8-bit color depth (if not, create a custom resolution)
; If you set a resolution not supported by your setup (driver or display) the game will crash
; The override is set at game launch, using options menu will defeat override until next launch
; Example: dword:1920 x dword:1080 (1920x1080)
;"DisplayModeWidth" = dword:1920
;"DisplayModeHeight" = dword:1080

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tmusi.dll (Stored with Git LFS)

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[Settings]
;Accepted file formats
;0 wav
;1 mp3
;2 ogg
;3 flac
;4 aiff
FileFormat=1
;Accepted music playback modes
;0 CD
;1 Folder
PlaybackMode=1
MusicFolder=tamus

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win32.dll (Stored with Git LFS)

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